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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsTypes.h"
#include "hsFastMath.h"
#include "hsTimer.h"
#include "plWaveSet7.h"
#include "plWaveSetShaderConsts.h"
#include "plRipVSConsts.h"
#include "plAccessGeometry.h"
#include "plAccessSpan.h"
#include "plAccessVtxSpan.h"
#include "plAuxSpan.h"
#include "plDynaDecal.h"
#include "plDynaRippleVSMgr.h"
#include "plMessage/plRenderMsg.h"
#include "pnMessage/plTimeMsg.h"
#include "pnMessage/plObjRefMsg.h"
#include "plgDispatch.h"
#include "plPipeline.h"
#include "hsResMgr.h"
#include "pnSceneObject/plDrawInterface.h"
#include "plPhysical.h"
#include "plMessage/plSimInfluenceMsg.h"
#include "plSurface/hsGMaterial.h"
#include "plDrawable/plDrawableSpans.h"
#include "plDrawable/plDrawableGenerator.h"
#include "plMessage/plAvatarMsg.h"
#include "plAvatar/plArmatureMod.h"
#include "plGImage/plMipmap.h"
#include "plGImage/plCubicEnvironmap.h"
#include "plSurface/plLayer.h"
#include "plMessage/plLayRefMsg.h"
#include "plSurface/plShader.h"
#include "plPipeline/plRenderTarget.h"
#include "plScene/plRenderRequest.h"
#include "plMessage/plRenderRequestMsg.h"
#include "plScene/plPageTreeMgr.h"
#include "plPipeline/plDynamicEnvMap.h"
#include "plGImage/plBumpMapGen.h"
#include "plMessage/plMatRefMsg.h"
#include "plMessage/plAgeLoadedMsg.h"
#include "plTweak.h"
#ifndef PLASMA_EXTERNAL_RELEASE
#include "plStatusLog/plStatusLog.h"
#include "plPipeline/plPlates.h"
#endif // PLASMA_EXTERNAL_RELEASE
using namespace plShaderID;
///////////////////////////////////////////////////////////////////////
#include "plProfile.h"
///////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
#define TEST_ENVSPH
// #define TEST_UVWS
static const hsScalar kPiOverTwo = hsScalarPI * 0.5f;
static const hsScalar kGravConst = 30.f;
static const hsScalar kOOEightNsqPI = 1.f / (8.f * hsScalarPI * 4.f * 4.f);
static hsScalar currOOEightNsqPI = kOOEightNsqPI;
static inline hsScalar FreqToLen(hsScalar f) { return 2.f * hsScalarPI / f; }
static inline hsScalar LenToFreq(hsScalar l) { return 2.f * hsScalarPI / l; }
static inline hsScalar MPH2FPS(hsScalar f) { return f * 5280.f / 3600.f; }
static inline hsScalar FPS2MPH(hsScalar f) { return f / 5280.f * 3600.f; }
plCONST(hsScalar) kTimeClamp(0.3f);
inline void plWorldWave7::Accumulate(hsPoint3& accumPos, hsVector3& accumNorm) const
{
hsScalar dist = accumPos.fX * fDir.fX + accumPos.fY * fDir.fY;
dist *= fFreq;
dist += fPhase;
hsScalar s, c;
hsFastMath::SinCosAppr(dist, s, c);
// s += 1.f;
// Add scaled local Z instead? So decals can move up and down non-vertically?
// Thing is, for the height is still based on the unperterbed position, so when
// we move it laterally, the height is wrong. Maybe not too wrong, but still wrong.
// Same for normal.
accumPos.fZ += s * fAmplitude;
c *= -fFreq * fAmplitude;
accumNorm.fX += fDir.fX * c;
accumNorm.fY += fDir.fY * c;
}
#ifndef PLASMA_EXTERNAL_RELEASE
inline void plWaveSet7::GraphLen(hsScalar len) const
{
if( fStatusGraph )
{
hsScalar maxLen = TexState().fMaxLength * kCompositeSize / State().fRippleScale;
Int32 val = Int32(len / maxLen * 100.f);
fStatusGraph->AddData(val);
}
}
inline void plWaveSet7::IRestartGraph() const
{
if( fStatusGraph )
fStatusGraph->ClearData();
}
void plWaveSet7::StartGraph()
{
delete fStatusGraph;
plPlateManager::Instance().CreateGraphPlate(&fStatusGraph);
fStatusGraph->SetSize(0.25f, 0.25f);
fStatusGraph->SetDataRange(0, 100, kNumTexWaves);
fStatusGraph->SetVisible(true);
fStatusGraph->SetPosition(0.75f, -0.75f);
}
void plWaveSet7::StopGraph()
{
delete fStatusGraph;
fStatusGraph = nil;
}
inline void plWaveSet7::LogF(const char *format, ...) const
{
if( fStatusLog )
{
va_list args;
va_start(args,format);
fStatusLog->AddLineV(format, args);
va_end(args);
}
}
inline void plWaveSet7::LogF(UInt32 color, const char *format, ...) const
{
if( fStatusLog )
{
va_list args;
va_start(args,format);
fStatusLog->AddLineV(color, format, args);
va_end(args);
}
}
inline void plWaveSet7::IRestartLog() const
{
if( fStatusLog )
fStatusLog->Clear();
}
void plWaveSet7::StartLog()
{
delete fStatusLog;
fStatusLog = plStatusLogMgr::GetInstance().CreateStatusLog(kNumTexWaves, "TexWaves",
plStatusLog::kDontWriteFile | plStatusLog::kDeleteForMe | plStatusLog::kFilledBackground);
}
void plWaveSet7::StopLog()
{
delete fStatusLog;
fStatusLog = nil;
}
#else // PLASMA_EXTERNAL_RELEASE
inline void plWaveSet7::GraphLen(hsScalar len) const
{
}
inline void plWaveSet7::IRestartGraph() const
{
}
void plWaveSet7::StartGraph()
{
}
void plWaveSet7::StopGraph()
{
}
inline void plWaveSet7::LogF(const char *format, ...) const
{
}
inline void plWaveSet7::LogF(UInt32 color, const char *format, ...) const
{
}
inline void plWaveSet7::IRestartLog() const
{
}
void plWaveSet7::StartLog()
{
}
void plWaveSet7::StopLog()
{
}
#endif // PLASMA_EXTERNAL_RELEASE
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Enough of that, WaveSet (system manager) follows
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
plWaveSet7::plWaveSet7()
: fLastTime(0),
fCurrTime(0),
fScrunchLen(8.f),
fScrunchScale(2.f),
fFreqScale(1.f),
fRipVShader(nil),
fRipPShader(nil),
fShoreVShader(nil),
fShorePShader(nil),
fFixedVShader(nil),
fFixedPShader(nil),
fBiasVShader(nil),
fBiasPShader(nil),
fBumpMat(nil),
fBumpDraw(nil),
fBumpReq(nil),
fBumpReqMsg(nil),
fEnvMap(nil),
fRefObj(nil),
fCosineLUT(nil),
fGraphShoreTex(nil),
fBubbleShoreTex(nil),
fEdgeShoreTex(nil),
fMaxLen(0),
fTrialUpdate(0),
fTransistor(-1),
fTransCountDown(30.f),
fTransDel(0),
fTexTrans(0),
fTexTransCountDown(0),
fTexTransDel(0),
fStatusLog(nil),
fStatusGraph(nil)
{
IInitState();
IInitWaveConsts();
int i;
for( i = 0; i < kNumWaves; i++ )
{
fFreqMod[i] = 1.f;
IInitWave(i);
}
for( i = 0; i < 4; i++ )
{
fFixedLayers[i] = nil;
}
for( i = 0; i < kNumBumpShaders; i++ )
{
fBumpVShader[i] = nil;
fBumpPShader[i] = nil;
}
fBiasLayer[0] = nil;
fBiasLayer[1] = nil;
for( i = 0; i < kNumTexWaves; i++ )
{
fBumpLayers[i] = nil;
fTexWaveFade[i] = 1.f;
}
for( i = 0; i < kGraphShorePasses; i++ )
{
fGraphVShader[i] = nil;
fGraphPShader[i] = nil;
fGraphShoreMat[i] = nil;
fGraphShoreRT[i] = nil;
fGraphShoreDraw[i] = nil;
fGraphReq[i] = nil;
fGraphReqMsg[i] = nil;
}
for( i = 0; i < kNumDecalVShaders; i++ )
fDecalVShaders[i] = nil;
for( i = 0; i < kNumDecalPShaders; i++ )
fDecalPShaders[i] = nil;
}
plWaveSet7::~plWaveSet7()
{
delete fStatusLog;
delete fBumpReqMsg;
delete fBumpReq;
int i;
for( i = 0; i < kGraphShorePasses; i++ )
{
delete fGraphReqMsg[i];
delete fGraphReq[i];
}
}
void plWaveSet7::Read(hsStream* stream, hsResMgr* mgr)
{
plMultiModifier::Read(stream, mgr);
fMaxLen = stream->ReadSwapScalar();
fState.Read(stream);
IUpdateWindDir(0);
int n = stream->ReadSwap32();
int i;
for( i = 0; i < n; i++ )
{
mgr->ReadKeyNotifyMe(stream, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, kRefShore), plRefFlags::kPassiveRef);
}
n = stream->ReadSwap32();
for( i = 0; i < n; i++ )
{
mgr->ReadKeyNotifyMe(stream, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, kRefDecal), plRefFlags::kPassiveRef);
}
mgr->ReadKeyNotifyMe(stream, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, kRefEnvMap), plRefFlags::kActiveRef);
if( HasFlag(kHasRefObject) )
{
mgr->ReadKeyNotifyMe(stream, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, kRefRefObj), plRefFlags::kPassiveRef);
}
ISetupTextureWaves();
for( i = 0; i < kNumWaves; i++ )
{
fFreqMod[i] = 1.f;
IInitWave(i);
}
plgDispatch::Dispatch()->RegisterForExactType(plEvalMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForExactType(plInitialAgeStateLoadedMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForExactType(plAgeLoadedMsg::Index(), GetKey());
}
void plWaveSet7::Write(hsStream* stream, hsResMgr* mgr)
{
plMultiModifier::Write(stream, mgr);
stream->WriteSwapScalar(fMaxLen);
fState.Write(stream);
stream->WriteSwap32(fShores.GetCount());
int i;
for( i = 0; i < fShores.GetCount(); i++ )
{
mgr->WriteKey(stream, fShores[i]);
}
stream->WriteSwap32(fDecals.GetCount());
for( i = 0; i < fDecals.GetCount(); i++ )
{
mgr->WriteKey(stream, fDecals[i]);
}
mgr->WriteKey(stream, fEnvMap);
if( HasFlag(kHasRefObject) )
{
mgr->WriteKey(stream, fRefObj);
}
}
hsBool plWaveSet7::MsgReceive(plMessage* msg)
{
plEvalMsg* update = plEvalMsg::ConvertNoRef(msg);
if( update )
{
if (fFixedVShader == nil)
{
ICheckTargetMaterials();
ICheckShoreMaterials();
ICheckDecalMaterials();
}
IRestartLog();
IRestartGraph();
plCONST(hsBool) reRender(false);
if( reRender || (fTrialUpdate & kReRenderEnvMap) )
{
plDynamicEnvMap* envMap = plDynamicEnvMap::ConvertNoRef(fEnvMap);
if( envMap )
{
envMap->ReRender();
fTrialUpdate &= ~kReRenderEnvMap;
}
}
hsScalar dt = update->DelSeconds();
if( dt > kTimeClamp )
dt = kTimeClamp;
IUpdateWindDir(dt);
IFloatBuoys(dt);
return true;
}
plRenderMsg* rend = plRenderMsg::ConvertNoRef(msg);
if( rend )
{
if( !IAnyBoundsVisible(rend->Pipeline()) )
return true;
fCurrTime = hsTimer::GetSysSeconds();
// Can't just use GetDelSysSeconds() or else we lose time if we skip a frame render because of high FPS.
hsScalar dt = fLastTime > 0 ? hsScalar(fCurrTime - fLastTime) : hsTimer::GetDelSysSeconds();
if( dt > kTimeClamp )
dt = kTimeClamp;
IUpdateRefObject();
IUpdateLayers(dt);
IUpdateWaves(dt);
hsMatrix44 l2w;
hsMatrix44 w2l;
IUpdateShaders(rend->Pipeline(), l2w, w2l);
IUpdateGraphShaders(rend->Pipeline(), dt);
fLastTime = fCurrTime;
return true;
}
plAgeLoadedMsg* ageLoaded = plAgeLoadedMsg::ConvertNoRef(msg);
if( (ageLoaded && ageLoaded->fLoaded) || plInitialAgeStateLoadedMsg::ConvertNoRef(msg) )
{
ICheckTargetMaterials();
ICheckShoreMaterials();
ICheckDecalMaterials();
return true;
}
plGenRefMsg* refMsg = plGenRefMsg::ConvertNoRef(msg);
if( refMsg )
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate | plRefMsg::kOnRequest | plRefMsg::kOnReplace) )
{
IOnReceive(refMsg);
}
else
{
IOnRemove(refMsg);
}
return true;
}
return plMultiModifier::MsgReceive(msg);
}
hsBool plWaveSet7::IAnyBoundsVisible(plPipeline* pipe) const
{
int i;
for( i = 0; i < fTargBnds.GetCount(); i++ )
{
if( pipe->TestVisibleWorld(fTargBnds[i]) )
return true;
}
return false;
}
hsBool plWaveSet7::IOnReceive(plGenRefMsg* refMsg)
{
switch( refMsg->fType )
{
case kRefRefObj:
fRefObj = plSceneObject::ConvertNoRef(refMsg->GetRef());
return true;
case kRefCosineLUT:
fCosineLUT = plMipmap::ConvertNoRef(refMsg->GetRef());
return true;
case kRefEnvMap:
fEnvMap = plBitmap::ConvertNoRef(refMsg->GetRef());
return true;
case kRefShore:
fShores.Append(plSceneObject::ConvertNoRef(refMsg->GetRef()));
return true;
case kRefDecal:
fDecals.Append(plSceneObject::ConvertNoRef(refMsg->GetRef()));
return true;
case kRefDecVShader:
fDecalVShaders[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefDecPShader:
fDecalPShaders[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphShoreRT:
fGraphShoreRT[refMsg->fWhich] = plRenderTarget::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphVShader:
fGraphVShader[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphPShader:
fGraphPShader[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphShoreTex:
fGraphShoreTex = plMipmap::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBubbleShoreTex:
fBubbleShoreTex = plMipmap::ConvertNoRef(refMsg->GetRef());
return true;
case kRefEdgeShoreTex:
fEdgeShoreTex = plMipmap::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphShoreMat:
fGraphShoreMat[refMsg->fWhich] = hsGMaterial::ConvertNoRef(refMsg->GetRef());
return true;
case kRefGraphShoreDraw:
fGraphShoreDraw[refMsg->fWhich] = plDrawableSpans::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBiasVShader:
fBiasVShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBiasPShader:
fBiasPShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBumpVShader:
fBumpVShader[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBumpPShader:
fBumpPShader[refMsg->fWhich] = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefRipVShader:
fRipVShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefRipPShader:
fRipPShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefShoreVShader:
fShoreVShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefShorePShader:
fShorePShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefFixedVShader:
fFixedVShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefFixedPShader:
fFixedPShader = plShader::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBumpDraw:
fBumpDraw = plDrawableSpans::ConvertNoRef(refMsg->GetRef());
return true;
case kRefBumpMat:
fBumpMat = hsGMaterial::ConvertNoRef(refMsg->GetRef());
return true;
case kRefDynaDecalMgr:
{
plDynaDecalMgr* dyna = plDynaDecalMgr::ConvertNoRef(refMsg->GetRef());
if( fDecalMgrs.Find(dyna) == fDecalMgrs.kMissingIndex )
{
fDecalMgrs.Append(dyna);
}
}
return true;
case kRefBuoy:
{
plSceneObject* so = plSceneObject::ConvertNoRef(refMsg->GetRef());
if( fBuoys.Find(so) == fBuoys.kMissingIndex )
{
IShiftCenter(so);
fBuoys.Append(so);
}
}
return true;
}
return false;
}
hsBool plWaveSet7::IOnRemove(plGenRefMsg* refMsg)
{
switch( refMsg->fType )
{
case kRefRefObj:
fRefObj = nil;
return true;
case kRefCosineLUT:
fCosineLUT = nil;
return true;
case kRefEnvMap:
fEnvMap = nil;
return true;
case kRefShore:
{
plSceneObject* shore = (plSceneObject*)refMsg->GetRef();
int idx = fShores.Find(shore);
if( idx != fShores.kMissingIndex )
fShores.Remove(idx);
}
return true;
case kRefDecal:
{
plSceneObject* decal = (plSceneObject*)refMsg->GetRef();
int idx = fDecals.Find(decal);
if( idx != fDecals.kMissingIndex )
fDecals.Remove(idx);
}
return true;
case kRefDecVShader:
fDecalVShaders[refMsg->fWhich] = nil;
return true;
case kRefDecPShader:
fDecalPShaders[refMsg->fWhich] = nil;
return true;
case kRefGraphShoreRT:
fGraphShoreRT[refMsg->fWhich] = nil;
return true;
case kRefGraphVShader:
fGraphVShader[refMsg->fWhich] = nil;
return true;
case kRefGraphPShader:
fGraphPShader[refMsg->fWhich] = nil;
return true;
case kRefGraphShoreTex:
fGraphShoreTex = nil;
return true;
case kRefBubbleShoreTex:
fBubbleShoreTex = nil;
return true;
case kRefEdgeShoreTex:
fEdgeShoreTex = nil;
return true;
case kRefGraphShoreMat:
fGraphShoreMat[refMsg->fWhich] = nil;
return true;
case kRefGraphShoreDraw:
fGraphShoreDraw[refMsg->fWhich] = nil;
return true;
case kRefBiasVShader:
fBiasVShader = nil;
return true;
case kRefBiasPShader:
fBiasPShader = nil;
return true;
case kRefBumpVShader:
fBumpVShader[refMsg->fWhich] = nil;
return true;
case kRefBumpPShader:
fBumpPShader[refMsg->fWhich] = nil;
return true;
case kRefRipVShader:
fRipVShader = nil;
return true;
case kRefRipPShader:
fRipPShader = nil;
return true;
case kRefShoreVShader:
fShoreVShader = nil;
return true;
case kRefShorePShader:
fShorePShader = nil;
return true;
case kRefFixedVShader:
fFixedVShader = nil;
return true;
case kRefFixedPShader:
fFixedPShader = nil;
return true;
case kRefBumpDraw:
fBumpDraw = nil;
return true;
case kRefBumpMat:
fBumpMat = nil;
return true;
case kRefDynaDecalMgr:
{
plDynaDecalMgr* dyna = (plDynaDecalMgr*)refMsg->GetRef();
int idx = fDecalMgrs.Find(dyna);
if( fDecalMgrs.kMissingIndex != idx )
fDecalMgrs.Remove(idx);
}
return true;
case kRefBuoy:
{
plSceneObject* so = (plSceneObject*)refMsg->GetRef();
int idx = fBuoys.Find(so);
if( fBuoys.kMissingIndex != idx )
fBuoys.Remove(idx);
}
return true;
}
return false;
}
void plWaveSet7::SetState(const plFixedWaterState7& state, hsScalar dur)
{
fState.Set(state, dur);
if( fFixedLayers[0] )
{
plLayer* lay = plLayer::ConvertNoRef(fFixedLayers[0]->BottomOfStack());
lay->SetRuntimeColor(state.fWaterTint);
}
}
void plWaveSet7::IUpdateWaves(hsScalar dt)
{
ITransition(dt);
ITransTex(dt);
ICalcScale();
fScrunchLen = 1.e33f;
if( fTrialUpdate & kReInitWaves )
{
IReInitWaves();
ISetupTextureWaves();
ICreateBumpMipmapPS();
}
int i;
for( i = 0; i < kNumWaves; i++ )
{
IUpdateWave(dt, i);
}
}
// return true if we've finished this transition.
hsBool plWaveSet7::ITransContinue(hsScalar dt)
{
hsScalar currFade = (fFreqMod[fTransistor] += fTransDel * dt);
if( currFade <= 0 )
{
// Done fading down, time to fade back up.
fTransDel = -fTransDel;
fFreqMod[fTransistor] = fTransDel * dt;
// Reinit the wave. This gives a chance to introduce more randomization,
// as well as react to changing weather conditions.
IInitWave(fTransistor);
return false;
}
if( currFade >= 1.f )
{
fFreqMod[fTransistor] = 1.f;
fTransDel = 0;
return true;
}
return false;
}
void plWaveSet7::IStartTransition(hsScalar dt)
{
// select the next wave for transitioning
if( ++fTransistor >= kNumWaves )
fTransistor = 0;
// set the transFade to be fading down.
plCONST(hsScalar) kTransDel(0.5f);
fTransDel = -kTransDel;
}
hsScalar plWaveSet7::ITransitionDelay() const
{
plCONST(hsScalar) kTransDelay(2.f);
return kTransDelay;
}
void plWaveSet7::ITransition(hsScalar dt)
{
// If we're in a transition, keep transitioning till it's done.
if( fTransDel != 0 )
{
if( ITransContinue(dt) )
fTransCountDown = ITransitionDelay();
}
// else if our transition countdown has gone to zero, start a new one.
else if( (fTransCountDown -= dt) <= 0 )
{
IStartTransition(dt);
}
}
hsBool plWaveSet7::ITransTexContinue(hsScalar dt)
{
hsScalar currFade = (fTexWaveFade[fTexTrans] += fTexTransDel * dt);
if( currFade <= 0 )
{
// Done fading down, time to fade back up.
fTexTransDel = -fTexTransDel;
fTexWaveFade[fTexTrans] = fTexTransDel * dt;
// ReInit the wave
IInitTexWave(fTexTrans);
return false;
}
if( currFade >= 1.f )
{
// This one is back to full on, time to pick on another one.
fTexWaveFade[fTexTrans] = 1.f;
fTexTransDel = 0;
return true;
}
return false;
}
void plWaveSet7::IStartTexTransition(hsScalar dt)
{
if( ++fTexTrans >= kNumTexWaves )
fTexTrans = 0;
plConst(hsScalar) kTexTransDel(4.f);
fTexTransDel = -kTexTransDel;
}
void plWaveSet7::ITransTex(hsScalar dt)
{
// If we're in a transition, keep with it.
if( fTexTransDel != 0 )
{
plConst(hsScalar) kTexTransDelay(0);
if( ITransTexContinue(dt) )
fTexTransCountDown = kTexTransDelay;
}
// else if it's time to start another...
else if( (fTexTransCountDown -= dt) <= 0 )
{
IStartTexTransition(dt);
}
}
void plWaveSet7::ICalcScale()
{
}
void plWaveSet7::IUpdateWave(hsScalar dt, int i)
{
plWorldWave7& wave = fWorldWaves[i];
hsScalar len = FreqToLen(wave.fFreq);
hsScalar speed = hsFastMath::InvSqrtAppr(len / (2.f * hsScalarPI * kGravConst));
static hsScalar speedHack = 1.f;
speed *= speedHack;
wave.fPhase += speed * dt;
// wave.fPhase = fmod( speed * t, 2.f * hsScalarPI);
hsScalar amp = GeoState().fAmpOverLen * len / hsScalar(kNumWaves);
amp *= fFreqMod[i] * fFreqScale;
wave.fAmplitude = amp;
}
void plWaveSet7::IReInitWaves()
{
int i;
for( i = 0; i < kNumWaves; i++ )
{
IInitWave(i);
}
fTransDel = 0;
fTransCountDown = ITransitionDelay();
fTrialUpdate &= ~kReInitWaves;
}
void plWaveSet7::IInitWave(int i)
{
plWorldWave7& wave = fWorldWaves[i];
wave.fLength = GeoState().fMinLength + fRand.RandZeroToOne() * (GeoState().fMaxLength - GeoState().fMinLength);
hsScalar len = wave.fLength;
wave.fFreq = LenToFreq(len);
wave.fPhase = 0;
wave.fAmplitude = 0;
// Figure out the direction based on wind direction.
// Even waves go in the wind direction,
// odd waves go opposite direction
plConst(hsScalar) kMinRotDeg(15.f);
plConst(hsScalar) kMaxRotDeg(180.f);
hsVector3 dir = fWindDir;
hsScalar rotBase = GeoState().fAngleDev;
hsScalar rads = rotBase * fRand.RandMinusOneToOne();
hsScalar rx = hsScalar(cosf(rads));
hsScalar ry = hsScalar(sinf(rads));
hsScalar x = dir.fX;
hsScalar y = dir.fY;
dir.fX = x * rx + y * ry;
dir.fY = x * -ry + y * rx;
wave.fDir.Set(dir.fX, dir.fY, 0);
}
inline void plWaveSet7::IScrunch(hsPoint3& pos, hsVector3& norm) const
{
pos.fX += -norm.fX * fScrunchLen;
pos.fY += -norm.fY * fScrunchLen;
norm.fX *= fScrunchScale;
norm.fY *= fScrunchScale;
hsFastMath::NormalizeAppr(norm);
}
hsScalar plWaveSet7::EvalPoint(hsPoint3& pos, hsVector3& norm)
{
hsPoint3 accumPos;
hsVector3 accumNorm;
accumPos.Set(pos.fX, pos.fY, State().fWaterHeight);
accumNorm.Set(0,0,0);
int i;
for( i = 0; i < kNumWaves; i++ )
fWorldWaves[i].Accumulate(accumPos, accumNorm);
accumNorm.fZ = 1.f;
hsFastMath::NormalizeAppr(accumNorm);
IScrunch(accumPos, accumNorm);
// Project original pos along Z onto the plane tangent at accumPos with norm accumNorm
hsScalar t = hsVector3(&accumPos, &pos).InnerProduct(accumNorm);
t /= accumNorm.fZ;
pos.fZ += t;
norm = accumNorm;
return pos.fZ;
}
void plWaveSet7::IUpdateWindDir(hsScalar dt)
{
fWindDir = -State().fWindDir;
hsFastMath::NormalizeAppr(fWindDir);
}
void plWaveSet7::IUpdateRefObject()
{
if( fRefObj )
{
hsMatrix44 l2w = fRefObj->GetLocalToWorld();
hsScalar h = l2w.fMap[2][3];
hsScalar x = -l2w.fMap[0][1];
hsScalar y = -l2w.fMap[1][1];
fState.fWaterHeight = h;
fState.fWindDir = hsVector3(x, y, 0.f);
}
}
void plWaveSet7::IFloatBuoy(hsScalar dt, plSceneObject* so)
{
// Compute force based on world bounds
hsBounds3Ext wBnd = so->GetDrawInterface()->GetWorldBounds();
hsBounds3Ext lBnd = so->GetDrawInterface()->GetLocalBounds();
hsPoint3 pos(wBnd.GetCenter());
hsPoint3 surfPos(pos);
hsVector3 surfNorm;
EvalPoint(surfPos, surfNorm);
// Direction of impulse is surfNorm. Magnitude is proportional to depth
// (in an approximation lazy hackish way).
hsPoint2 boxDepth;
wBnd.TestPlane(surfNorm, boxDepth);
hsScalar surfDepth = surfNorm.InnerProduct(surfPos);
hsScalar depth = surfDepth - boxDepth.fX;
if( depth < 0 )
return;
if( depth > wBnd.GetMaxs().fZ - wBnd.GetMins().fZ )
depth = wBnd.GetMaxs().fZ - wBnd.GetMins().fZ;
// We really want the cross section area as facing into the water,
// but life is full of little disappointments.
hsScalar area = (wBnd.GetMaxs().fX - wBnd.GetMins().fX) * (wBnd.GetMaxs().fY - wBnd.GetMins().fY);
hsScalar volume = area * depth;
plCONST(hsScalar) kWaterDensity(1.0f);
hsScalar forceMag = volume * kWaterDensity;
// surfNorm is now the impulse vector. But where to apply it.
// Don't currently have anything informative from the physical to use.
// So, let's fake something for the moment.
plKey physKey = so->GetSimulationInterface()->GetPhysical()->GetKey();
// plImpulseMsg* iMsg = TRACKED_NEW plImpulseMsg(GetKey(), physKey, hsVector3(0, 0, 1.f) * forceMag * dt);
// iMsg->Send();
#if 0
plCONST(hsScalar) kRotScale(1.f);
hsVector3 rotAx = hsVector3(0, 0, 1.f) % surfNorm;
rotAx *= kRotScale * dt * volume;
plAngularImpulseMsg* aMsg = TRACKED_NEW plAngularImpulseMsg(GetKey(), physKey, rotAx);
aMsg->Send();
#endif
plCONST(hsScalar) kDampener(0.1f);
plCONST(hsScalar) kBaseDamp(0.1f);
if( wBnd.GetMaxs().fZ > wBnd.GetMins().fZ )
{
// Remember, we've already limited depth to be <= Max.fZ - Min.fZ;
hsScalar damp = depth / (wBnd.GetMaxs().fZ - wBnd.GetMins().fZ);
damp *= kDampener;
damp += kBaseDamp;
// plDampMsg* dMsg = TRACKED_NEW plDampMsg(GetKey(), physKey, damp);
// dMsg->Send();
}
}
void plWaveSet7::IFloatBuoys(hsScalar dt)
{
int i;
for( i = 0; i < fBuoys.GetCount(); i++ )
{
if( fBuoys[i] && fBuoys[i]->GetSimulationInterface() && fBuoys[i]->GetSimulationInterface()->GetPhysical() && fBuoys[i]->GetDrawInterface() )
{
IFloatBuoy(dt, fBuoys[i]);
}
}
}
void plWaveSet7::IShiftCenter(plSceneObject* so) const
{
// HACKAGE
if( 0 && so->GetSimulationInterface() && so->GetSimulationInterface()->GetPhysical() && so->GetDrawInterface() )
{
hsPoint3 center = so->GetDrawInterface()->GetWorldBounds().GetCenter();
hsPoint3 pos = so->GetLocalToWorld().GetTranslate();
hsVector3 offset(&pos, &center);
// plShiftMassMsg* msg = TRACKED_NEW plShiftMassMsg(GetKey(), so->GetSimulationInterface()->GetPhysical()->GetKey(), offset);
// msg->Send();
}
}
void plWaveSet7::ICheckTargetMaterials()
{
hsBounds3Ext targBnd;
targBnd.MakeEmpty();
int i;
for( i = 0; i < GetNumTargets(); i++ )
{
plSceneObject* so = GetTarget(i);
if( !so )
continue;
const plDrawInterface* di = so->GetDrawInterface();
if( !di )
continue;
hsTArray<plAccessSpan> src;
plAccessGeometry::Instance()->OpenRO(di, src, false);
const int numUVWs = src.GetCount() && src[0].AccessVtx().HasUVWs() ? src[0].AccessVtx().NumUVWs() : 0;
int j;
for( j = 0; j < src.GetCount(); j++ )
{
hsAssert(src[j].AccessVtx().NumUVWs() == numUVWs, "Must have same number uvws on each water mesh");
ICreateFixedMat(src[j].GetMaterial(), numUVWs); // no-op if it's already setup.
targBnd.Union(&src[j].GetWorldBounds());
}
plAccessGeometry::Instance()->Close(src);
for( j = 0; j < di->GetNumDrawables(); j++ )
{
plDrawableSpans* dr = plDrawableSpans::ConvertNoRef(di->GetDrawable(j));
if( dr )
{
dr->SetNativeProperty(di->GetDrawableMeshIndex(j), plSpan::kPropRunTimeLight | plSpan::kPropSkipProjection | plSpan::kPropNoShadow | plSpan::kLiteVtxNonPreshaded | plSpan::kPropReverseSort, true);
}
}
}
if( targBnd.GetType() == kBoundsNormal )
{
if( !fTargBnds.GetCount() )
fTargBnds.SetCount(1);
plConst(hsScalar) kMaxWaveHeight(5.f);
hsPoint3 p;
p = targBnd.GetMins();
p.fZ = GetHeight() - kMaxWaveHeight;
fTargBnds[0].Reset(&p);
p = targBnd.GetMaxs();
p.fZ = GetHeight() + kMaxWaveHeight;
fTargBnds[0].Union(&p);
}
}
void plWaveSet7::IAddTarget(const plKey& key)
{
plObjRefMsg* refMsg = TRACKED_NEW plObjRefMsg(key, plRefMsg::kOnRequest, -1, plObjRefMsg::kModifier);
hsgResMgr::ResMgr()->AddViaNotify( GetKey(), refMsg, plRefFlags::kActiveRef);
}
void plWaveSet7::IRemoveTarget(const plKey& key)
{
plObjRefMsg* refMsg = TRACKED_NEW plObjRefMsg(key, plRefMsg::kOnRemove, -1, plObjRefMsg::kModifier);
refMsg->SetRef(this);
refMsg->Send();
}
void plWaveSet7::AddTarget(const plKey& key)
{
IAddTarget(key);
}
void plWaveSet7::RemoveTarget(const plKey& key)
{
IRemoveTarget(key);
}
void plWaveSet7::SetRefObject(plSceneObject* refObj)
{
fFlags.SetBit(kHasRefObject, refObj != nil);
plGenRefMsg* msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefRefObj);
hsgResMgr::ResMgr()->SendRef(refObj, msg, plRefFlags::kPassiveRef);
}
void plWaveSet7::AddBuoy(plKey soKey)
{
plGenRefMsg* msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefBuoy);
hsgResMgr::ResMgr()->AddViaNotify(soKey, msg, plRefFlags::kPassiveRef);
}
void plWaveSet7::RemoveBuoy(plKey soKey)
{
plGenRefMsg* msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRemove, 0, kRefBuoy);
msg->SetRef(soKey->ObjectIsLoaded());
msg->Send();
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// This is very evil. I can't believe I'm doing this. Stop me, please.
class plFilterMask
{
protected:
int fExt;
hsScalar **fMask;
public:
plFilterMask( hsScalar sig );
virtual ~plFilterMask();
int Begin() const { return -fExt; }
int End() const { return fExt; }
hsScalar Mask( int i, int j ) const { return fMask[ i ][ j ]; }
};
// End evil.
void plWaveSet7::IInitState()
{
plConst(hsScalar) kWaterTable(-10.f);
plConst(hsScalar) kWaterOffset[3] = { 3.f, 3.f, 0.f };
plConst(hsScalar) kMaxAtten[3] = { 1.f, 1.f, 1.f };
plConst(hsScalar) kMinAtten[3] = { 0.f, 0.f, 0.f };
plConst(hsScalar) kDepthFalloff[3] = { 4.f, 4.f, 6.f };
plConst(hsScalar) kGeoMinLen(3.f);
plConst(hsScalar) kGeoMaxLen(8.f);
plConst(hsScalar) kGeoAmpOverLen(0.1f);
plConst(hsScalar) kGeoAngleDev(30.f * hsScalarPI / 180.f);
plConst(hsScalar) kGeoChop(1.f);
plConst(hsScalar) kTexMinLen(4.f);
plConst(hsScalar) kTexMaxLen(30.f);
plConst(hsScalar) kTexAmpOverLen(0.1f);
plConst(hsScalar) kTexAngleDev(30.f * hsScalarPI / 180.f);
plConst(hsScalar) kTexChop(1.f);
plFixedWaterState7 state;
state.fWindDir = hsVector3(0, 1.f, 0);
state.fGeoState.fMaxLength = kGeoMaxLen;
state.fGeoState.fMinLength = kGeoMinLen;
state.fGeoState.fAmpOverLen = kGeoAmpOverLen;
state.fGeoState.fChop = kGeoChop;
state.fGeoState.fAngleDev = kGeoAngleDev;
state.fTexState.fMaxLength = kTexMaxLen;
state.fTexState.fMinLength = kTexMinLen;
state.fTexState.fAmpOverLen = kTexAmpOverLen;
state.fTexState.fChop = kTexChop;
state.fTexState.fAngleDev = kTexAngleDev;
state.fRippleScale = 25.f;
plConst(hsScalar) kNoise(1.f);
plConst(hsScalar) kSpecStart(50.f);
plConst(hsScalar) kSpecEnd(10000.f);
hsVector3 spec;
spec[state.kNoise] = kNoise;
spec[state.kSpecStart] = kSpecStart;
spec[state.kSpecEnd] = kSpecEnd;
state.fSpecVec = spec;
state.fWaterHeight = kWaterTable;
state.fWaterOffset = hsVector3(kWaterOffset[0], kWaterOffset[1], kWaterOffset[2]);
state.fMaxAtten = hsVector3(kMaxAtten[0], kMaxAtten[1], kMaxAtten[2]);
state.fMinAtten = hsVector3(kMinAtten[0], kMinAtten[1], kMinAtten[2]);
state.fDepthFalloff = hsVector3(kDepthFalloff[0], kDepthFalloff[1], kDepthFalloff[2]);
state.fWispiness = 0;
state.fShoreTint = hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f);
state.fMaxColor = hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f);
state.fMinColor = hsColorRGBA().Set(0.2f, 0.4f, 0.4f, 0.6f);
state.fEdgeOpac = 1.f;
state.fEdgeRadius = 1.f;
state.fPeriod = 3.f;
state.fFingerLength = 1.f;
state.fWaterTint = hsColorRGBA().Set(0.1f, 0.2f, 0.2f, 1.f);
state.fSpecularTint = hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f);
state.fEnvCenter = hsPoint3(0,0,0);
state.fEnvRadius = 500.f;
state.fEnvRefresh = 0.f;
fState = state;
IUpdateWindDir(0);
}
void plWaveSet7::IInitWaveConsts()
{
// See header for what fS, fK and fD actually mean.
WaveK waveKs[] = {
// fS fK fD
{ 1.f, 5.f, 0.f },
{ 1.f, 10.f, 2.f },
{ -1.f, 20.f, -9.f },
{ 1.f, 30.f, 16.f }
};
int i;
for( i = 0; i < kNumTexWaves; i++ )
fWaveKs[i] = waveKs[i];
TexWaveWindDep windDeps[] = {
// WindSpeed, Height, Specular
{ 0.f, 0.01f, 1.f },
{ 5.f, 0.05f, 0.8f },
{ 10.f, 0.05f, 0.7f },
{ 15.f, 0.1f, 0.6f },
{ 20.f, 0.1f, 0.5f },
{ 25.f, 0.1f, 0.3f }
};
for( i = 0; i < kNumWindDep; i++ )
fWindDeps[i] = windDeps[i];
ISetupTextureWaves();
}
void plWaveSet7::ISetupTextureWaves()
{
// Fill in with sine waves.
// Start with 1/4 length of map = size / 4
// Go to 4 times length of pixel = 4
// Dir = U +- iLen/(numLen/2) * V
//
// For each mip level
// For each pixel
// For each wavelen
// Add height (sine) to alpha, normal (cosine) to color
// Scrunch
// For each wavelen
// // Half the wavelen to match higher mip level
// // If a wavelen falls below min (4), discard it and smaller lens
// len /= 2
// if( len < 4 )
// {
// numLen = iLen
// break;
// }
//
// Set up our table of amplitudes, wavelengths and wave directions
// our rotation/scale in our texture transform will be
// scale = waveKs.fK
// dir.x * scale, dir.y * scale
// -dir.y * scale, dir.x * scale
// So to tile, dir.x * scale and dir.y * scale must be integers.
// We select a randomized direction and a wavelength, then
// round the scaled direction components to be integral, then
// figure out what wavelength we actually came up with.
int i;
for( i = 0; i < kNumTexWaves; i++ )
{
IInitTexWave(i);
}
fTrialUpdate &= ~kReInitWaves;
return;
}
void plWaveSet7::IInitTexWave(int i)
{
hsScalar rads = fRand.RandMinusOneToOne() * TexState().fAngleDev;
hsScalar dx = sin(rads);
hsScalar dy = cos(rads);
hsScalar tx = dx;
dx = fWindDir.fY * dx - fWindDir.fX * dy;
dy = fWindDir.fX * tx + fWindDir.fY * dy;
hsScalar maxLen = TexState().fMaxLength * kCompositeSize / State().fRippleScale;
hsScalar minLen = TexState().fMinLength * kCompositeSize / State().fRippleScale;
hsScalar len = hsScalar(i) / hsScalar(kNumTexWaves-1) * (maxLen - minLen) + minLen;
hsScalar reps = hsScalar(kCompositeSize) / len;
dx *= reps;
dy *= reps;
dx = float(int(dx >= 0 ? dx + 0.5f : dx - 0.5f));
dy = float(int(dy >= 0 ? dy + 0.5f : dy - 0.5f));
fTexWaves[i].fRotScale00 = dx;
fTexWaves[i].fRotScale01 = dy;
hsScalar effK = hsFastMath::InvSqrt(dx*dx + dy*dy);
fTexWaves[i].fLen = hsScalar(kCompositeSize) * effK;
fTexWaves[i].fFreq = hsScalarPI * 2.f / fTexWaves[i].fLen;
fTexWaves[i].fAmp = fTexWaves[i].fLen * TexState().fAmpOverLen;
fTexWaves[i].fPhase = fRand.RandZeroToOne();
fTexWaves[i].fDirX = dx * effK;
fTexWaves[i].fDirY = dy * effK;
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void plWaveSet7::SetSceneNode(const plKey& key)
{
fSceneNode = key;
}
void plWaveSet7::AddDynaDecalMgr(plKey& key)
{
plGenRefMsg* msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefDynaDecalMgr);
hsgResMgr::ResMgr()->AddViaNotify(key, msg, plRefFlags::kPassiveRef);
msg = TRACKED_NEW plGenRefMsg(key, plRefMsg::kOnRequest, 0, plDynaRippleVSMgr::kRefWaveSetBase);
hsgResMgr::ResMgr()->AddViaNotify(GetKey(), msg, plRefFlags::kPassiveRef);
}
void plWaveSet7::RemoveDynaDecalMgr(plKey& key)
{
plGenRefMsg* msg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRemove, 0, kRefDynaDecalMgr);
msg->SetRef(key->ObjectIsLoaded());
msg->Send();
msg = TRACKED_NEW plGenRefMsg(key, plRefMsg::kOnRemove, 0, plDynaRippleVSMgr::kRefWaveSetBase);
msg->SetRef(this);
msg->Send();
}
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
void plWaveSet7::IUpdateLayers(hsScalar dt)
{
IUpdateBumpLayers(dt);
ISubmitRenderRequests();
}
void plWaveSet7::IUpdateBumpLayers(hsScalar dt)
{
plCONST(hsScalar) speedHack(1.f / 3.f);
int i;
for( i = 0; i < kNumTexWaves; i++ )
{
hsScalar speed = hsFastMath::InvSqrtAppr(fTexWaves[i].fLen / (2.f * hsScalarPI * kGravConst)) * speedHack;
fTexWaves[i].fPhase -= dt * speed;
fTexWaves[i].fPhase -= int(fTexWaves[i].fPhase);
if( fBumpLayers[i] )
{
hsMatrix44 xfm = fBumpLayers[i]->GetTransform();
xfm.fMap[0][0] = fTexWaves[i].fRotScale00;
xfm.fMap[0][1] = fTexWaves[i].fRotScale01;
xfm.fMap[1][0] = -fTexWaves[i].fRotScale01;
xfm.fMap[1][1] = fTexWaves[i].fRotScale00;
xfm.fMap[0][3] = fTexWaves[i].fPhase;
fBumpLayers[i]->SetTransform(xfm);
}
LogF("%.4d - L%8.4f R(%5.3f, %5.3f)", i, fTexWaves[i].fLen, fTexWaves[i].fRotScale00, fTexWaves[i].fRotScale01);
GraphLen(fTexWaves[i].fLen);
}
}
void plWaveSet7::ISubmitRenderRequests()
{
if( fBumpReqMsg )
fBumpReqMsg->SendAndKeep();
int i;
for( i = 0; i < kGraphShorePasses; i++ )
{
if( fGraphReqMsg[i] )
fGraphReqMsg[i]->SendAndKeep();
}
}
plMipmap* plWaveSet7::ICreateBumpBitmapFFP(hsScalar amp, hsScalar dx, hsScalar dy) const
{
return nil;
}
hsGMaterial* plWaveSet7::ICreateBumpLayersFFP()
{
// Create kNumTexWaves bitmaps, each containing a single cycle of values:
// mag = 0.25 * -Amplitude * cos(i/sz*2*Pi)
// r = mag * dx * 0.5 + 0.5
// g = mag * dy * 0.5 + 0.5
// b = 0.7 * 0.25 * 0.5 + 0.5
// a = 1.f
//
// Where:
// Amplitude == wave.amp * wave.freq * kNormHack(3.0)
// dx, dy == wave.fDir
//
// Create a blank material
// Create base layer
// Blend mode is none
// Transform scales to wave[0].freq
// No rotation, translation
// Add bitmap 0.
// For layers 1..kNumTexWaves
// Create blank layer
// Blend mode is ADDSIGNED
// Transform scales to wave[i].freq
// No rotation or translation.
// Add bitmap i;
// NOTE: if we use the fixed function pipeline to composite
// these into the CompositeMaterial, then they all need to
// be scaled down to avoid saturation on summation.
// Doing the composite with a pixel shader would allow the
// textures to be stored in full 256 range, and then scaled
// down during the summation, after interpolation. Would
// that be better? Not sure. Pixel shader registers only have
// a range of [-1..1], and it's hinted to be 8-bit fixed point.
// So we'd still have to scale down texture value (losing precision),
// then add it in.
//
// Also, for pixel shaded compositing, we can just store the cosine
// values in each layer, with no rotation in the bitmap values, just
// in the layer transform. No rotation would make for a cleaner
// interpolation (not interpolating diagonally across the waves).
// How much difference is that? Dunno. But it would also allow the
// bitmap to hold the full range [-1..1]=>[0..255] of cosine values,
// scaling them down with constants. The pixel shader would look like:
//
// tex t0;
// tex t1;
// tex t2;
// tex t3;
//
// mul r0, t0_bx2, c0;
// mad r0, t1_bx2, c1, r0;
// mad r0, t2_bx2, c2, r0;
// mad r0, t3_bx2, c3, r0;
// // Now bias it back into range [0..1] for output.
// mad r0, r0, c4, c5; // c4 = (0.5, 0.5, 0.5, 1), c5 = (0.5, 0.5, 0.5, 0)
// // or add_d2 r0, r0, c0.b; // except this is likely to saturate before the divide. Dunno.
//
// where the c[i] constants would be:
// c[i] = -wave[i].amp * wave[i].freq * kSomeNormHack * (wave[i].fDir.x, wave[i].fDir.y, 0, 1)
// except c[0].b = 0.7;
// In fact, we could cut it down to 2 textures using alpha replicate, except we need different
// transforms for each (for animation). So screw that.
//
// Note that the above won't run on a ps.1.0 pixel shader, because the combined number of tex and
// arith instructions is 9. Could make a version that was okay for ps.1.0 by doing:
//
// mad r0, t0_bias, c0, c4; // t0[-0.5..0.5]*c0 + 0.5, which is [0..1]
// mad r0, t1_bias, c1, r0; // + t1[-0.5..0.5]*c1
// mad r0, t2_bias, c2, r0; // + t2[-0.5..0.5]*c2
// mad r0, t3_bias, c3, r0; // + t3[-0.5..0.5]*c3
//
// which doesn't need a final bias instruction because it remains biased all the way through
// at the cost of 1 bit of precision.
// Whatever.
//
// return material;
return nil;
}
plMipmap* plWaveSet7::ICreateBiasNoiseMap()
{
const int size = kCompositeSize >> 2;
plMipmap* mipMap = TRACKED_NEW plMipmap(
size, size,
plMipmap::kARGB32Config,
1,
plMipmap::kUncompressed,
plMipmap::UncompressedInfo::kRGB8888);
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), "BiasBitPS");
hsgResMgr::ResMgr()->NewKey(buff, mipMap, GetKey()->GetUoid().GetLocation());
int i;
for( i = 0; i < size; i++ )
{
int j;
for( j = 0; j < size; j++ )
{
hsScalar x = fRand.RandMinusOneToOne();
hsScalar y = fRand.RandMinusOneToOne();
UInt8 r = UInt8((x * 0.5f + 0.5f) * 255.999f);
UInt8 g = UInt8((y * 0.5f + 0.5f) * 255.999f);
// r = g = 0xff; // SATURATE
UInt32* val = mipMap->GetAddr32(i, j);
*val = (0xff << 24)
| (r << 16)
| (g << 8)
| 0xff;
}
}
// For bonus points, modulate by a VERY coherent noise function.
return mipMap;
}
plMipmap* plWaveSet7::ICreateBumpMipmapPS()
{
// const int sizeV = kCompositeSize;
const int sizeV = 1;
const int kNumLevels = 8; // must be log2(kCompositeSize)
hsAssert(kCompositeSize == (1 << kNumLevels), "Mismatch on size and num mip levels");
if( !fCosineLUT )
{
plMipmap* mipMap = TRACKED_NEW plMipmap(
kCompositeSize, sizeV,
plMipmap::kARGB32Config,
kNumLevels,
plMipmap::kUncompressed,
plMipmap::UncompressedInfo::kRGB8888);
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), "BumpBitPS");
hsgResMgr::ResMgr()->NewKey(buff, mipMap, GetKey()->GetUoid().GetLocation());
hsgResMgr::ResMgr()->SendRef(mipMap->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefCosineLUT), plRefFlags::kActiveRef);
}
hsAssert(fCosineLUT, "Failed to make cosine lookup table");
int k;
for( k = 0; k < kNumLevels; k++ )
{
fCosineLUT->SetCurrLevel(k);
const int sizeU = kCompositeSize >> k;
int i;
for( i = 0; i < sizeU; i++ )
{
hsScalar y = hsScalar(i);
hsScalar dist = hsScalar(i) / hsScalar(sizeU-1) * 2.f * hsScalarPI;
hsScalar c = cos(dist);
hsScalar s = sin(dist);
s *= 0.5f;
s += 0.5f;
s = hsScalar(pow(s, TexState().fChop));
c *= s;
UInt8 cosDist = UInt8((c * 0.5 + 0.5) * 255.999f);
int j;
for( j = 0; j < sizeV; j++ )
{
UInt32* val = fCosineLUT->GetAddr32(i, j);
*val = (0xff << 24)
| (cosDist << 16)
| (cosDist << 8)
| 0xff;
}
}
}
fCosineLUT->MakeDirty();
return fCosineLUT;
}
void plWaveSet7::IAddBumpBiasLayer(hsGMaterial* mat)
{
if( !fBiasLayer[0] )
{
plMipmap* mipMap = ICreateBiasNoiseMap();
int i;
for( i = 0; i < 2; i++ )
{
plLayer* layer = TRACKED_NEW plLayer;
char buff[256];
sprintf(buff, "%s_%s_%d", GetKey()->GetName(), "Bias", i);
hsgResMgr::ResMgr()->NewKey(buff, layer, GetKey()->GetUoid().GetLocation());
layer->SetBlendFlags(hsGMatState::kBlendAdd);
layer->SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
layer->SetShadeFlags(hsGMatState::kShadeReallyNoFog
| hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade);
layer->SetClampFlags(0);
layer->SetMiscFlags(0);
layer->SetMiscFlags(i ? 0 : hsGMatState::kMiscRestartPassHere);
layer->SetAmbientColor(hsColorRGBA().Set(0.25f, 0.25f, 0.f, 0.f));
layer->SetRuntimeColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 0.f));
layer->SetOpacity(0.f);
layer->SetUVWSrc(0);
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture);
hsgResMgr::ResMgr()->SendRef(mipMap->GetKey(), refMsg, plRefFlags::kActiveRef);
IAddBumpBiasShaders(layer);
fBiasLayer[i] = layer; // SHOULD BE REFFED (SO SHOULD fBumpLayers)
}
}
mat->AddLayerViaNotify(fBiasLayer[0]);
mat->AddLayerViaNotify(fBiasLayer[1]);
}
plLayer* plWaveSet7::ICreateBumpLayerPS(plMipmap* mipMap, hsGMaterial* bumpMat, int which)
{
plLayer* layer = TRACKED_NEW plLayer;
char buff[256];
sprintf(buff, "%s_%s_%d", GetKey()->GetName(), "BumpLayerPS", which);
hsgResMgr::ResMgr()->NewKey(buff, layer, GetKey()->GetUoid().GetLocation());
layer->SetBlendFlags(which ? hsGMatState::kBlendAdd : 0);
layer->SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
layer->SetShadeFlags(hsGMatState::kShadeReallyNoFog
| hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
layer->SetClampFlags(0);
layer->SetMiscFlags(0);
if( (which / kBumpPerPass) * kBumpPerPass == which )
layer->SetMiscFlags(hsGMatState::kMiscRestartPassHere);
layer->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
layer->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
layer->SetOpacity(1.f);
layer->SetUVWSrc(0);
// Set up the transform.
hsMatrix44 xfm;
xfm.Reset();
xfm.NotIdentity();
xfm.fMap[0][0] = fTexWaves[which].fRotScale00;
xfm.fMap[0][1] = fTexWaves[which].fRotScale01;
xfm.fMap[1][0] = -fTexWaves[which].fRotScale01;
xfm.fMap[1][1] = fTexWaves[which].fRotScale00;
layer->SetTransform(xfm);
bumpMat->AddLayerViaNotify(layer);
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture);
hsgResMgr::ResMgr()->SendRef(mipMap->GetKey(), refMsg, plRefFlags::kActiveRef);
return layer;
}
hsGMaterial* plWaveSet7::ICreateBumpLayersPS()
{
if( fBumpMat )
return fBumpMat;
// Create four bitmaps, each containing a single cycle of values:
// mag = cos(i/sz*2*Pi)
// r = 0
// g = mag* 0.5 + 0.5
// b = 1.f
// a = 1.f
//
// Where:
// Amplitude == wave.amp * wave.freq * kNormHack(3.0)
//
// Create a blank material
hsGMaterial* bumpMat = TRACKED_NEW hsGMaterial;
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), "BumpMatPS");
hsgResMgr::ResMgr()->NewKey(buff, bumpMat, GetKey()->GetUoid().GetLocation());
plMipmap* mipMap = ICreateBumpMipmapPS();
// Create base layer
// Blend mode is none
// Transform scales to wave[0].freq
// No translation
// Rotation is by wave[0].fDir
// Add bitmap 0.
int i;
for( i = 0; i < kNumBumpShaders; i++ )
{
int nBegin = bumpMat->GetNumLayers();
int j;
for( j = 0; j < kBumpPerPass; j++ )
fBumpLayers[i*kBumpPerPass + j] = ICreateBumpLayerPS(mipMap, bumpMat, i*kBumpPerPass + j);
IAddBumpVertexShader(bumpMat, i, nBegin, nBegin + kBumpPerPass-1);
IAddBumpPixelShader(bumpMat, i, nBegin, nBegin + kBumpPerPass-1);
}
IAddBumpBiasLayer(bumpMat);
// Need to add this via notify to ourselves.
hsgResMgr::ResMgr()->SendRef(bumpMat->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefBumpMat), plRefFlags::kActiveRef);
ICreateBumpDrawable();
return fBumpMat = bumpMat;
}
void plWaveSet7::IAddBumpBiasShaders(plLayer* layer)
{
if( !fBiasVShader )
{
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_BiasVS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetNumConsts(plBiasVS::kNumConsts);
vShader->SetVector(plBiasVS::kTexU0,
1.f,
0.f,
0.f,
0.f);
vShader->SetVector(plBiasVS::kTexV0,
0.f,
1.f,
0.f,
0.f);
vShader->SetVector(plBiasVS::kTexU1,
1.f,
0.f,
0.f,
0.f);
vShader->SetVector(plBiasVS::kTexV1,
0.f,
1.f,
0.f,
0.f);
vShader->SetVector(plBiasVS::kNumbers,
0.f,
0.5f,
1.f,
2.f);
hsVector3 specVec = State().fSpecVec;
hsScalar biasScale = 0.5f * specVec[State().kNoise] / (hsScalar(kNumBumpShaders) + specVec[State().kNoise]);
vShader->SetVector(plBiasVS::kScaleBias,
biasScale,
biasScale,
0.f,
1.f);
vShader->SetInputFormat(1);
vShader->SetOutputFormat(0);
// static const plShaderDecl vDecl("sha/vs_BiasNormals.inl");
// vShader->SetDecl(&vDecl);
vShader->SetDecl(plShaderTable::Decl(vs_BiasNormals));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefBiasVShader), plRefFlags::kActiveRef);
fBiasVShader = vShader;
}
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kVertexShader);
hsgResMgr::ResMgr()->SendRef(fBiasVShader->GetKey(), refMsg, plRefFlags::kActiveRef);
if( !fBiasPShader )
{
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_BiasPS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
pShader->SetNumConsts(plBiasPS::kNumConsts);
pShader->SetInputFormat(0);
pShader->SetOutputFormat(0);
// static const plShaderDecl pDecl("sha/ps_BiasNormals.inl");
// pShader->SetDecl(&pDecl);
pShader->SetDecl(plShaderTable::Decl(ps_BiasNormals));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefBiasPShader), plRefFlags::kActiveRef);
fBiasPShader = pShader;
}
refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kPixelShader);
hsgResMgr::ResMgr()->SendRef(fBiasPShader->GetKey(), refMsg, plRefFlags::kActiveRef);
}
void plWaveSet7::IAddBumpVertexShader(hsGMaterial* mat, int iShader, int iFirst, int iLast)
{
if( !fBumpVShader[0] )
{
int iBase = 0;
while( iBase < kNumTexWaves )
{
int iShader = iBase / kBumpPerPass;
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_BumpVS_%d", GetKey()->GetName(), iShader);
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetNumConsts(plBumpVS::kNumConsts);
vShader->SetVector(plBumpVS::kNumbers,
0.f,
0.5f,
1.f,
2.f);
vShader->SetInputFormat(1);
vShader->SetOutputFormat(0);
vShader->SetNumPipeConsts(kBumpPerPass);
int i;
for( i = 0; i < kBumpPerPass; i++ )
{
vShader->SetPipeConst(i, static_cast<plPipeConst::Type>(plPipeConst::kTex1x4_0 + i), plBumpVS::kUXform0 + i);
}
vShader->SetDecl(plShaderTable::Decl(vs_CompCosines));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, iShader, kRefBumpVShader), plRefFlags::kActiveRef);
fBumpVShader[iShader] = vShader;
iBase += kBumpPerPass;
}
}
IAddShaderToLayers(mat, iFirst, iLast, plLayRefMsg::kVertexShader, fBumpVShader[iShader]);
}
void plWaveSet7::IAddBumpPixelShader(hsGMaterial* mat, int iShader, int iFirst, int iLast)
{
if( !fBumpPShader[0] )
{
int iBase = 0;
while( iBase < kNumTexWaves )
{
int iShader = iBase / kBumpPerPass;
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_BumpPS_%d", GetKey()->GetName(), iShader);
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
pShader->SetNumConsts(plBumpPS::kNumConsts);
int iLay;
for( iLay = 0; iLay < kBumpPerPass; iLay++ )
{
pShader->SetVector(plBumpPS::kWave0,
-fTexWaves[iBase + iLay].fDirX * (1.f / hsScalar(kBumpPerPass)),
-fTexWaves[iBase + iLay].fDirY * (1.f / hsScalar(kBumpPerPass)),
1.f,
1.f);
}
pShader->SetInputFormat(0);
pShader->SetOutputFormat(0);
// pShader->SetShaderFileName("sha/ps_CompCosines.inl");
// pShader->SetShaderFileName("sha/ps_TestPos.inl");
// static const plShaderDecl moreDecl("sha/ps_MoreCosines.inl");
// pShader->SetDecl(&moreDecl);
pShader->SetDecl(plShaderTable::Decl(ps_MoreCosines));
pShader->SetVector(plBumpPS::kHalfOne, 0.25f, 0.25f, 0.25f, 1.f);
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, iShader, kRefBumpPShader), plRefFlags::kActiveRef);
fBumpPShader[iShader] = pShader;
iBase += kBumpPerPass;
}
}
IAddShaderToLayers(mat, iFirst, iLast, plLayRefMsg::kPixelShader, fBumpPShader[iShader]);
}
plDrawableSpans* plWaveSet7::ICreateBumpDrawable()
{
fBumpDraw = TRACKED_NEW plDrawableSpans;
char buff[256];
sprintf(buff, "%s_BumpDraw", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, fBumpDraw, GetKey()->GetUoid().GetLocation());
ICreateClearDrawable(fBumpDraw, fBumpMat);
hsgResMgr::ResMgr()->SendRef(fBumpDraw->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefBumpDraw), plRefFlags::kActiveRef);
return fBumpDraw;
}
plDrawableSpans* plWaveSet7::ICreateClearDrawable(plDrawableSpans* drawable, hsGMaterial* mat)
{
// drawable->SetNativeProperty(plDrawable::kPropVolatile, true);
hsPoint3 pos[4];
hsVector3 norm[4];
hsPoint3 uvw[4];
pos[0].fX = -1.f;
pos[0].fY = -1.f;
pos[0].fZ = 0.5f;
norm[0].Set(0.f, 0.f, -1.f);
uvw[0].fX = 0.5f / kCompositeSize;
uvw[0].fY = 0.5f / kCompositeSize;
uvw[0].fZ = 0;
// P1
pos[1] = pos[0];
pos[1].fY += 2.f;
norm[1] = norm[0];
uvw[1] = uvw[0];
uvw[1].fY += 1.f;
// P2
pos[2] = pos[0];
pos[2].fX += 2.f;
pos[2].fY += 2.f;
norm[2] = norm[0];
uvw[2] = uvw[0];
uvw[2].fX += 1.f;
uvw[2].fY += 1.f;
// P3
pos[3] = pos[0];
pos[3].fX += 2.f;
norm[3] = norm[0];
uvw[3] = uvw[0];
uvw[3].fX += 1.f;
UInt16 idx[6];
idx[0] = 1;
idx[1] = 0;
idx[2] = 2;
idx[3] = 2;
idx[4] = 0;
idx[5] = 3;
plDrawableGenerator::GenerateDrawable( 4, pos, norm,
uvw, 1,
nil, false, nil,
6, idx,
mat,
hsMatrix44::IdentityMatrix(),
false,
nil,
drawable);
return drawable;
}
plRenderRequest* plWaveSet7::ICreateRenderRequest(plRenderTarget* rt, plDrawableSpans* draw, hsScalar pri)
{
plRenderRequest* req = TRACKED_NEW plRenderRequest;
static plPageTreeMgr emptyMgr;
req->SetPageTreeMgr(&emptyMgr);
req->SetClearDrawable(draw);
req->SetOrthogonal(true);
req->SetLocalTransform(hsMatrix44::IdentityMatrix(), hsMatrix44::IdentityMatrix());
req->SetCameraTransform(hsMatrix44::IdentityMatrix(), hsMatrix44::IdentityMatrix());
req->SetHither(0);
req->SetYon(2.f);
req->SetSizeX(2.f);
req->SetSizeY(2.f);
req->SetPriority(pri);
req->SetRenderTarget(rt);
return req;
}
plRenderTarget* plWaveSet7::ICreateTransferRenderTarget(const char* name, int size)
{
UInt16 flags = plRenderTarget::kIsTexture | plRenderTarget::kIsOrtho;
UInt8 bitDepth = 32;
UInt8 zDepth = 0;
UInt8 stencilDepth = 0;
plRenderTarget* rt = TRACKED_NEW plRenderTarget(flags, size, size, bitDepth, zDepth, stencilDepth);
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), name);
hsgResMgr::ResMgr()->NewKey(buff, rt, GetKey()->GetUoid().GetLocation());
return rt;
}
plLayer* plWaveSet7::ICreateTotalLayer(plBitmap* bm, hsGMaterial* mat, int which, const char* suff)
{
plLayer* layer = mat->GetNumLayers() > which ? plLayer::ConvertNoRef(mat->GetLayer(which)->BottomOfStack()) : nil;
if( !layer )
{
layer = TRACKED_NEW plLayer;
char buff[256];
sprintf(buff, "%s_%sLayerPS_%d", GetKey()->GetName(), suff, which);
hsgResMgr::ResMgr()->NewKey(buff, layer, GetKey()->GetUoid().GetLocation());
layer->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
layer->SetRuntimeColor(State().fWaterTint);
layer->SetOpacity(1.f);
mat->AddLayerViaNotify(layer);
}
layer->SetBlendFlags(which ? hsGMatState::kBlendAddSigned : hsGMatState::kBlendAlpha);
layer->SetZFlags(which ? hsGMatState::kZNoZWrite : 0);
layer->SetShadeFlags(hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade);
layer->SetClampFlags(0);
layer->SetMiscFlags(hsGMatState::kMiscTwoSided);
layer->SetUVWSrc(which);
// Set up the transform.
hsMatrix44 xfm;
xfm.Reset();
layer->SetTransform(xfm);
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture);
hsgResMgr::ResMgr()->SendRef(bm->GetKey(), refMsg, plRefFlags::kActiveRef);
return layer;
}
plLayer* plWaveSet7::ICreateTotalEnvLayer(plBitmap* envMap, hsGMaterial* mat, int which, const char* pref)
{
plLayer* layer = TRACKED_NEW plLayer;
char buff[256];
sprintf(buff, "%s_%s_%s_%d", GetKey()->GetName(), pref, "EnvLayerPS", which);
hsgResMgr::ResMgr()->NewKey(buff, layer, GetKey()->GetUoid().GetLocation());
layer->SetBlendFlags(which ? hsGMatState::kBlendAddSigned : 0);
layer->SetZFlags(which ? hsGMatState::kZNoZWrite : 0);
layer->SetShadeFlags(hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade);
layer->SetClampFlags(0);
layer->SetMiscFlags(0);
layer->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
layer->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
layer->SetOpacity(1.f);
layer->SetUVWSrc(which);
// Set up the transform.
hsMatrix44 xfm;
xfm.Reset();
layer->SetTransform(xfm);
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kTexture);
hsgResMgr::ResMgr()->SendRef(envMap->GetKey(), refMsg, plRefFlags::kActiveRef);
mat->AddLayerViaNotify(layer);
return layer;
}
hsGMaterial* plWaveSet7::ICreateFixedMatPS(hsGMaterial* mat, const int numUVWs)
{
hsAssert(mat, "Nil mat should have been filtered out before calling this");
// Check if we've already done this one.
if( (mat->GetNumLayers() == 4)
&&(mat->GetLayer(3) == fFixedLayers[3]) )
return mat;
// First, strip off whatever's on there now.
// If this is the
int i;
for( i = mat->GetNumLayers()-1; i > 0; i-- )
{
plMatRefMsg* refMsg = TRACKED_NEW plMatRefMsg(mat->GetKey(), plRefMsg::kOnRemove, i, plMatRefMsg::kLayer);
hsgResMgr::ResMgr()->SendRef(mat->GetLayer(i)->GetKey(), refMsg, plRefFlags::kActiveRef);
}
plRenderTarget* rt = ICreateTransferRenderTarget("CompRT", kCompositeSize);
if( mat->GetNumLayers() && mat->GetLayer(0) )
{
fState.fWaterTint = mat->GetLayer(0)->GetRuntimeColor();
}
fFixedLayers[0] = ICreateTotalLayer(rt, mat, 0, "Fix");
fFixedLayers[1] = ICreateTotalLayer(rt, mat, 1, "Fix");
fFixedLayers[2] = ICreateTotalLayer(rt, mat, 2, "Fix");
fFixedLayers[3] = ICreateTotalEnvLayer(fEnvMap, mat, 3, "Fix");
fBumpReq = ICreateRenderRequest(rt, fBumpDraw, -100.f);
fBumpReqMsg = TRACKED_NEW plRenderRequestMsg(GetKey(), fBumpReq);
IAddFixedVertexShader(mat, numUVWs);
IAddFixedPixelShader(mat);
return mat;
}
void plWaveSet7::ICreateFixedMat(hsGMaterial* mat, const int numUVWs)
{
if( !mat )
return;
if( !fEnvMap )
{
plDynamicEnvMap* env = TRACKED_NEW plDynamicEnvMap((UInt16)fEnvSize, (UInt16)fEnvSize, 32);
hsgResMgr::ResMgr()->NewKey(GetKey()->GetName(), env, GetKey()->GetUoid().GetLocation());
fEnvMap = env;
env->SetPosition(hsPoint3(0, 0, 50.f));
env->SetPosition(State().fEnvCenter);
env->SetYon(10000.f);
env->SetRefreshRate(State().fEnvRefresh);
env->Init();
env->ReRender();
}
ICreateBumpLayersPS();
ICreateFixedMatPS(mat, numUVWs);
}
void plWaveSet7::IAddShoreVertexShader(hsGMaterial* mat)
{
if( !fShoreVShader )
{
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_ShoreVS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetNumConsts(plShoreVS::kNumConsts);
vShader->SetInputFormat(1); // This should really be one!!!
vShader->SetOutputFormat(0);
vShader->SetVector(plShoreVS::kSinConsts, 1.f, -1.f/6.f, 1.f/120.f, -1.f/5040.f);
vShader->SetVector(plShoreVS::kCosConsts, 1.f, -1.f/2.f, 1.f/24.f, -1.f/720.f);
vShader->SetVector(plShoreVS::kPiConsts, 1.f / (8.f*hsScalarPI*4.f*4.f), hsScalarPI/2.f, hsScalarPI, hsScalarPI*2.f);
vShader->SetVector(plShoreVS::kNumericConsts, 0, 0.5f, 1.f, 2.f);
plConst(hsScalar) kK1(0.5f);
plConst(hsScalar) kK2(1.5f);
hsScalar negK1OverK2Sq = -kK1 / (kK2 * kK2);
vShader->SetVector(plShoreVS::kIncline, negK1OverK2Sq, kK1, 0.f, 0.f);
vShader->SetNumPipeConsts(5);
vShader->SetPipeConst(0, plPipeConst::kWorldToNDC, plShoreVS::kWorldToNDC);
vShader->SetPipeConst(1, plPipeConst::kTex3x4_0, plShoreVS::kTex0Transform);
vShader->SetPipeConst(2, plPipeConst::kLocalToWorld, plShoreVS::kLocalToWorld);
vShader->SetPipeConst(3, plPipeConst::kLayRuntime, plShoreVS::kShoreTint);
vShader->SetPipeConst(4, plPipeConst::kFogSet, plShoreVS::kFogSet);
// vShader->SetShaderFileName("sha/vs_Shore.inl");
// vShader->SetShaderFileName("sha/vs_ShoreSteep.inl");
// vShader->SetShaderFileName("sha/vs_ShoreSucks.inl");
// vShader->SetShaderFileName("sha/vs_ShoreLeave.inl");
// vShader->SetShaderFileName("sha/vs_ShoreLeave6.inl");
// vShader->SetDecl(plShaderTable::Decl(vs_ShoreLeave6));
// static const plShaderDecl decl("sha/vs_ShoreLeave7.inl");
// vShader->SetDecl(&decl);
vShader->SetDecl(plShaderTable::Decl(vs_ShoreLeave7));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefShoreVShader), plRefFlags::kActiveRef);
fShoreVShader = vShader;
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kVertexShader, fShoreVShader);
}
void plWaveSet7::IAddShorePixelShader(hsGMaterial* mat)
{
if( !fShorePShader )
{
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_ShorePS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
// pShader->SetShaderFileName("sha/ps_ShoreSucks.inl");
// pShader->SetShaderFileName("sha/ps_ShoreLeave6.inl");
pShader->SetDecl(plShaderTable::Decl(ps_ShoreLeave6));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefShorePShader), plRefFlags::kActiveRef);
fShorePShader = pShader;
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kPixelShader, fShorePShader);
}
void plWaveSet7::IAddFixedVertexShader(hsGMaterial* mat, const int numUVWs)
{
if( !fFixedVShader )
{
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_FixedVS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetNumConsts(plFixedVS7::kNumConsts);
vShader->SetInputFormat(numUVWs);
vShader->SetOutputFormat(0);
vShader->SetVector(plFixedVS7::kSinConsts, 1.f, -1.f/6.f, 1.f/120.f, -1.f/5040.f);
vShader->SetVector(plFixedVS7::kCosConsts, 1.f, -1.f/2.f, 1.f/24.f, -1.f/720.f);
vShader->SetVector(plFixedVS7::kPiConsts, 1.f / (8.f*hsScalarPI*4.f*4.f), hsScalarPI/2.f, hsScalarPI, hsScalarPI*2.f);
vShader->SetVector(plFixedVS7::kNumericConsts, 0, 0.5f, 1.f, 2.f);
vShader->SetNumPipeConsts(5);
vShader->SetPipeConst(0, plPipeConst::kWorldToNDC, plFixedVS7::kWorldToNDC);
vShader->SetPipeConst(1, plPipeConst::kCamPosWorld, plFixedVS7::kCameraPos);
vShader->SetPipeConst(2, plPipeConst::kLocalToWorld, plFixedVS7::kLocalToWorld);
vShader->SetPipeConst(3, plPipeConst::kLayRuntime, plFixedVS7::kWaterTint);
vShader->SetPipeConst(4, plPipeConst::kFogSet, plFixedVS7::kFogSet);
// static const plShaderDecl decl("sha/vs_WaveFixedFin7.inl");
// vShader->SetDecl(&decl);
vShader->SetDecl(plShaderTable::Decl(vs_WaveFixedFin7));
// vShader->SetShaderFileName("sha/vs_WaveFixedFin6.inl");
// vShader->SetShaderFileName("sha/vs_WaveFixedFin.inl");
// vShader->SetShaderFileName("sha/vs_TestPos.inl");
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefFixedVShader), plRefFlags::kActiveRef);
fFixedVShader = vShader;
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kVertexShader, fFixedVShader);
}
// type is either plLayRefMsg::kVertexShader or plLayRefMsg::kPixelShader.
void plWaveSet7::IAddShaderToLayers(hsGMaterial* mat, int iFirst, int iLast, UInt8 type, plShader* shader)
{
if( iFirst < 0 )
iFirst = 0;
if( UInt32(iLast) >= mat->GetNumLayers() )
iLast = mat->GetNumLayers()-1;
int i;
for( i = iFirst; i <= iLast; i++ )
{
plLayer* layer = plLayer::ConvertNoRef(mat->GetLayer(i)->BottomOfStack());
if( layer
&& (layer->GetVertexShader() != shader)
&& (layer->GetPixelShader() != shader) )
{
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(layer->GetKey(), plRefMsg::kOnCreate, 0, type);
hsgResMgr::ResMgr()->SendRef(shader->GetKey(), refMsg, plRefFlags::kActiveRef);
// layer->SetShadeFlags(layer->GetShadeFlags() | hsGMatState::kShadeReallyNoFog);
}
}
}
void plWaveSet7::IAddFixedPixelShader(hsGMaterial* mat)
{
if( !fFixedPShader )
{
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_FixedPS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
// pShader->SetNumConsts(plFixedPS::kNumConsts);
pShader->SetNumConsts(0);
pShader->SetInputFormat(0);
pShader->SetOutputFormat(0);
// pShader->SetShaderFileName("sha/ps_WaveFixed.inl");
// pShader->SetShaderFileName("sha/ps_TestPos.inl");
pShader->SetDecl(plShaderTable::Decl(ps_WaveFixed));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefFixedPShader), plRefFlags::kActiveRef);
fFixedPShader = pShader;
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kPixelShader, fFixedPShader);
}
void plWaveSet7::IAddRipVertexShader(hsGMaterial* mat, const plRipVSConsts& ripConsts)
{
if( !fRipVShader )
{
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_RipVS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetInputFormat(1); // This should really be one!!!
vShader->SetOutputFormat(0);
vShader->SetNumConsts(plRipVS::kNumConsts);
vShader->SetVector(plRipVS::kSinConsts, 1.f, -1.f/6.f, 1.f/120.f, -1.f/5040.f);
vShader->SetVector(plRipVS::kCosConsts, 1.f, -1.f/2.f, 1.f/24.f, -1.f/720.f);
vShader->SetVector(plRipVS::kPiConsts, 1.f / (8.f*hsScalarPI*4.f*4.f), hsScalarPI/2.f, hsScalarPI, hsScalarPI*2.f);
vShader->SetVector(plRipVS::kNumericConsts, 0, 0.5f, 1.f, 2.f);
hsVector3 waterOffset = State().fWaterOffset;
vShader->SetVector(plRipVS::kWaterLevel,
State().fWaterHeight + waterOffset.fX,
State().fWaterHeight + waterOffset.fY,
State().fWaterHeight + waterOffset.fZ,
State().fWaterHeight);
hsVector3 maxAtten = State().fMaxAtten;
hsVector3 minAtten = State().fMinAtten;
hsVector3 depthFalloff = State().fDepthFalloff;
vShader->SetVector(plRipVS::kDepthFalloff,
(maxAtten.fX - minAtten.fX) / depthFalloff.fX,
(maxAtten.fY - minAtten.fY) / depthFalloff.fY,
(maxAtten.fZ - minAtten.fZ) / depthFalloff.fZ,
1.f
);
vShader->SetVector(plRipVS::kMinAtten,
minAtten.fX,
minAtten.fY,
minAtten.fZ,
0.f
);
// Set up the ones passed in from the dynarippleVSmgr.
vShader->SetVector(plRipVS::kTexConsts,
ripConsts.fC1U,
ripConsts.fC2U,
ripConsts.fC1V,
ripConsts.fC2V);
vShader->SetVector(plRipVS::kLifeConsts,
ripConsts.fInitAtten,
0, // current time, we'll fill that in later
ripConsts.fLife,
1.f / (ripConsts.fLife - ripConsts.fDecay));
plConst(hsScalar) kRipBias(0.1);
vShader->SetVector(plRipVS::kRampBias,
ripConsts.fRamp,
1.f / ripConsts.fRamp,
kRipBias,
0); // Last one still unused.
vShader->SetNumPipeConsts(4);
vShader->SetPipeConst(0, plPipeConst::kWorldToNDC, plRipVS::kWorldToNDC);
vShader->SetPipeConst(1, plPipeConst::kCamPosWorld, plRipVS::kCameraPos);
vShader->SetPipeConst(2, plPipeConst::kLocalToWorld, plRipVS::kLocalToWorld);
vShader->SetPipeConst(3, plPipeConst::kFogSet, plRipVS::kFogSet);
// vShader->SetShaderFileName("sha/vs_WaveRip.inl");
// vShader->SetDecl(plShaderTable::Decl(vs_WaveRip));
// static const plShaderDecl decl("sha/vs_WaveRip7.inl");
// vShader->SetDecl(&decl);
vShader->SetDecl(plShaderTable::Decl(vs_WaveRip7));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefRipVShader), plRefFlags::kActiveRef);
hsAssert(vShader == fRipVShader, "Should have been set by SendRef");
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kVertexShader, fRipVShader);
}
void plWaveSet7::IAddRipPixelShader(hsGMaterial* mat, const plRipVSConsts& ripConsts)
{
if( !fRipPShader )
{
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_RipPS", GetKey()->GetName());
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
pShader->SetNumConsts(0);
pShader->SetInputFormat(0);
pShader->SetOutputFormat(0);
// pShader->SetShaderFileName("sha/ps_WaveRip.inl");
pShader->SetDecl(plShaderTable::Decl(ps_WaveRip));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefRipPShader), plRefFlags::kActiveRef);
hsAssert(pShader == fRipPShader, "Should have been set by SendRef");
}
IAddShaderToLayers(mat, 0, mat->GetNumLayers()-1, plLayRefMsg::kPixelShader, fRipPShader);
}
plShader* plWaveSet7::ICreateDecalVShader(DecalVType t)
{
if( !fDecalVShaders[t] )
{
static const char* fname[kNumDecalVShaders] = {
"vs_WaveDec1Lay_7",
"vs_WaveDec2Lay11_7",
"vs_WaveDec2Lay12_7",
"vs_WaveDecEnv_7"
};
static const plShaderDecl shaderDecls[kNumDecalVShaders] = {
plShaderDecl("sha/vs_WaveDec1Lay_7.inl"),
plShaderDecl("sha/vs_WaveDec2Lay11_7.inl"),
plShaderDecl("sha/vs_WaveDec2Lay12_7.inl"),
plShaderDecl("sha/vs_WaveDecEnv_7.inl")
};
static const plShaderID::ID shaderIDs[kNumDecalVShaders] = {
vs_WaveDec1Lay_7,
vs_WaveDec2Lay11_7,
vs_WaveDec2Lay12_7,
vs_WaveDecEnv_7
};
static const int numUVWs[kNumDecalVShaders] = {
1,
1,
2,
3
};
static const int numLayXfms[kNumDecalVShaders] = {
1,
2,
2,
1
};
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), fname[t]);
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetInputFormat(numUVWs[t]); // This should really be one!!!
vShader->SetOutputFormat(0);
vShader->SetNumConsts(plWaveDecVS::kNumConsts);
vShader->SetVector(plWaveDecVS::kSinConsts, 1.f, -1.f/6.f, 1.f/120.f, -1.f/5040.f);
vShader->SetVector(plWaveDecVS::kCosConsts, 1.f, -1.f/2.f, 1.f/24.f, -1.f/720.f);
vShader->SetVector(plWaveDecVS::kPiConsts, 1.f / (8.f*hsScalarPI*4.f*4.f), hsScalarPI/2.f, hsScalarPI, hsScalarPI*2.f);
vShader->SetVector(plWaveDecVS::kNumericConsts, 0, 0.5f, 1.f, 2.f);
hsVector3 waterOffset = State().fWaterOffset;
vShader->SetVector(plWaveDecVS::kWaterLevel,
State().fWaterHeight + waterOffset.fX,
State().fWaterHeight + waterOffset.fY,
State().fWaterHeight + waterOffset.fZ,
State().fWaterHeight);
hsVector3 maxAtten = State().fMaxAtten;
hsVector3 minAtten = State().fMinAtten;
hsVector3 depthFalloff = State().fDepthFalloff;
vShader->SetVector(plWaveDecVS::kDepthFalloff,
(maxAtten.fX - minAtten.fX) / depthFalloff.fX,
(maxAtten.fY - minAtten.fY) / depthFalloff.fY,
(maxAtten.fZ - minAtten.fZ) / depthFalloff.fZ,
1.f
);
vShader->SetVector(plWaveDecVS::kMinAtten,
minAtten.fX,
minAtten.fY,
minAtten.fZ,
0.f
);
plConst(hsScalar) kBias(0.1);
vShader->SetVector(plWaveDecVS::kBias,
kBias,
0,
0,
0); // Last one still unused.
const int kNumPipe = 5;
vShader->SetNumPipeConsts(kNumPipe + numLayXfms[t]);
vShader->SetPipeConst(0, plPipeConst::kWorldToNDC, plWaveDecVS::kWorldToNDC);
vShader->SetPipeConst(1, plPipeConst::kLocalToWorld, plWaveDecVS::kLocalToWorld);
vShader->SetPipeConst(2, plPipeConst::kLayRuntime, plWaveDecVS::kMatColor);
vShader->SetPipeConst(3, plPipeConst::kCamPosWorld, plWaveDecVS::kCameraPos);
vShader->SetPipeConst(4, plPipeConst::kFogSet, plWaveDecVS::kFogSet);
int i;
for( i = 0; i < numLayXfms[t]; i++ )
{
vShader->SetPipeConst(kNumPipe + i, plPipeConst::Type(plPipeConst::kTex2x4_0+i), plWaveDecVS::kTex0Transform + i);
}
// vShader->SetDecl(&shaderDecls[t]);
vShader->SetDecl(plShaderTable::Decl(shaderIDs[t]));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, t, kRefDecVShader), plRefFlags::kActiveRef);
hsAssert(vShader == fDecalVShaders[t], "Should have been set by SendRef");
}
return fDecalVShaders[t];
}
plShader* plWaveSet7::IGetDecalVShader(hsGMaterial* mat)
{
if( mat->GetLayer(0)->GetShadeFlags() & hsGMatState::kShadeEnvironMap )
return ICreateDecalVShader(kDecalVEnv);
switch( mat->GetNumLayers() )
{
case 1:
return ICreateDecalVShader(kDecalV1Lay);
case 2:
hsAssert(mat->GetLayer(0)->GetUVWSrc() == 0, "First layer must use uvw channel 1");
hsAssert(mat->GetLayer(1)->GetUVWSrc() < 2, "Second layer must use uvw channel 1 or 2");
switch( mat->GetLayer(1)->GetUVWSrc() )
{
case 0:
return ICreateDecalVShader(kDecalV2Lay11);
case 1:
return ICreateDecalVShader(kDecalV2Lay12);
default:
return nil;
}
break;
default:
hsAssert(false, "Only 1 or 2 layers currently supported");
}
return nil;
}
plShader* plWaveSet7::ICreateDecalPShader(DecalPType t)
{
if( !fDecalPShaders[t] )
{
static const char* fname[kNumDecalPShaders] = {
"ps_CbaseAbase",
"ps_CalphaAbase",
"ps_CalphaAMult",
"ps_CalphaAadd",
"ps_CaddAbase",
"ps_CaddAMult",
"ps_CaddAAdd",
"ps_CmultAbase",
"ps_CmultAMult",
"ps_CmultAAdd",
"ps_WaveDecEnv"
};
static const plShaderID::ID shaderIDs[kNumDecalPShaders] = {
ps_CbaseAbase,
ps_CalphaAbase,
ps_CalphaAMult,
ps_CalphaAadd,
ps_CaddAbase,
ps_CaddAMult,
ps_CaddAAdd,
ps_CmultAbase,
ps_CmultAMult,
ps_CmultAAdd,
ps_WaveDecEnv
};
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), fname[t]);
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
// sprintf(buff, "sha/%s.inl", fname[t]);
// pShader->SetShaderFileName(buff);
pShader->SetDecl(plShaderTable::Decl(shaderIDs[t]));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, t, kRefDecPShader), plRefFlags::kActiveRef);
hsAssert(fDecalPShaders[t] == pShader, "Should have been set by SendRef");
}
return fDecalPShaders[t];
}
plShader* plWaveSet7::IGetDecalPShader(hsGMaterial* mat)
{
if( mat->GetLayer(0)->GetShadeFlags() & hsGMatState::kShadeEnvironMap )
return ICreateDecalPShader(kDecalPEnv);
hsAssert(mat->GetNumLayers() < 3, "Only 2 layers supported on water decal");
if( mat->GetNumLayers() >= 3 )
return nil;
if( mat->GetNumLayers() == 1 )
return ICreateDecalPShader(kDecalPBB);
DecalPType t = kNumDecalPShaders; // Initialize to illegal value.
switch( mat->GetLayer(1)->GetBlendFlags() & (hsGMatState::kBlendMask | hsGMatState::kBlendAlphaMult | hsGMatState::kBlendAlphaAdd) )
{
case 0:
case hsGMatState::kBlendTest:
case hsGMatState::kBlendAlpha:
t = kDecalPaB;
break;
case hsGMatState::kBlendAdd:
t = kDecalPAB;
break;
case hsGMatState::kBlendMult:
t = kDecalPMB;
break;
case hsGMatState::kBlendAlpha | hsGMatState::kBlendAlphaAdd:
t = kDecalPaA;
break;
case hsGMatState::kBlendAdd | hsGMatState::kBlendAlphaAdd:
t = kDecalPAA;
break;
case hsGMatState::kBlendMult | hsGMatState::kBlendAlphaAdd:
t = kDecalPMA;
break;
case hsGMatState::kBlendAlpha | hsGMatState::kBlendAlphaMult:
t = kDecalPaM;
break;
case hsGMatState::kBlendAdd | hsGMatState::kBlendAlphaMult:
t = kDecalPAM;
break;
case hsGMatState::kBlendMult | hsGMatState::kBlendAlphaMult:
t = kDecalPMM;
break;
default:
hsAssert(false, "Unsupported layer blend mode");
return nil;
}
return ICreateDecalPShader(t);
}
void plWaveSet7::IUpdateShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
IUpdateBiasVShader();
IUpdateBumpVShader(pipe, l2w, w2l);
IUpdateBumpPShader(pipe, l2w, w2l);
IUpdateRipPShader(pipe, l2w, w2l);
IUpdateRipVShader(pipe, l2w, w2l);
IUpdateShoreVShader(pipe, l2w, w2l);
IUpdateFixedVShader(pipe, l2w, w2l);
IUpdateFixedPShader(pipe, l2w, w2l);
IUpdateDecVShaders(pipe, l2w, w2l);
}
void plWaveSet7::IUpdateBumpPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
plCONST(Int32) skip(0);
int i;
for( i = 0; i < kNumBumpShaders; i++ )
{
int j;
for( j = 0; j < kBumpPerPass; j++ )
{
int iTex = i*kBumpPerPass + j;
hsVector3 specVec = State().fSpecVec;
hsScalar scale = 1.f / (hsScalar(kNumBumpShaders) + specVec[State().kNoise]);
hsScalar maxLen = TexState().fMaxLength * kCompositeSize / State().fRippleScale;
hsScalar rescale = fTexWaves[iTex].fLen / maxLen;
hsScalar bias = 0.5f * scale;
fBumpPShader[i]->SetVector(plBumpPS::kHalfOne, scale, scale, 1.f, 1.f);
fBumpPShader[i]->SetVector(plBumpPS::kBias, bias, bias, 1.f, 1.f);
hsScalar layScale = skip & (1 << iTex) ? 0.f : (1.f / hsScalar(kBumpPerPass));
layScale *= fTexWaveFade[iTex];
fBumpPShader[i]->SetVector(plBumpPS::kWave0 + j,
-fTexWaves[iTex].fDirX * layScale,
-fTexWaves[iTex].fDirY * layScale,
1.f,
1.f);
}
}
}
void plWaveSet7::IUpdateBumpVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
}
static inline hsScalar IRound(hsScalar f)
{
return hsScalar(int(f + (f > 0 ? 0.5f : -0.5f)));
}
void plWaveSet7::IUpdateBiasVShader()
{
if( fBiasVShader )
{
// Can't just use GetDelSysSeconds() or else we lose time if we skip a frame render because of high FPS.
hsScalar dt = fLastTime > 0 ? hsScalar(fCurrTime - fLastTime) : hsTimer::GetDelSysSeconds();
plConst(hsScalar) kRate(-0.1f);
hsScalar tx = kRate * dt;
hsScalar ty = kRate * dt;
plConst(hsScalar) kScaleU(4.f);
plConst(hsScalar) kScaleV(1.f);
tx += fBiasVShader->GetFloat(plBiasVS::kTexU0, 3);
tx -= hsScalar(int(tx));
ty += fBiasVShader->GetFloat(plBiasVS::kTexV0, 3);
ty -= hsScalar(int(ty));
hsScalar scale = 1.f + (4.f - 1.f) * TexState().fAngleDev/hsScalarPI;
hsScalar m00 = IRound(fWindDir.fY * scale);
hsScalar m01 = IRound(fWindDir.fX * scale);
hsScalar m10 = IRound(-fWindDir.fX * 4.f);
hsScalar m11 = IRound(fWindDir.fY * 4.f);
fBiasVShader->SetVector(plBiasVS::kTexU0,
m00,
m01,
0,
tx);
fBiasVShader->SetVector(plBiasVS::kTexV0,
m10,
m11,
0,
ty);
plConst(hsScalar) kUpperNoiseOffU(0.f);
plConst(hsScalar) kUpperNoiseOffV(0.3f);
fBiasVShader->SetVector(plBiasVS::kTexU1,
m00,
m01,
0,
-tx + kUpperNoiseOffU);
fBiasVShader->SetVector(plBiasVS::kTexV1,
m10,
m11,
0,
ty + kUpperNoiseOffV);
hsVector3 specVec = State().fSpecVec;
hsScalar biasScale = 0.5f * specVec[State().kNoise] / (hsScalar(kNumBumpShaders) + specVec[State().kNoise]);
fBiasVShader->SetVector(plBiasVS::kScaleBias,
biasScale,
biasScale,
0.f,
1.f);
}
}
void plWaveSet7::IUpdateFixedPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
}
void plWaveSet7::IUpdateRipPShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
// Nothing to do
}
void plWaveSet7::IUpdateRipVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
if( fRipVShader )
{
fRipVShader->SetVector(plRipVS::kFrequency,
fWorldWaves[0].fFreq,
fWorldWaves[1].fFreq,
fWorldWaves[2].fFreq,
fWorldWaves[3].fFreq);
fRipVShader->SetVector(plRipVS::kPhase,
fWorldWaves[0].fPhase,
fWorldWaves[1].fPhase,
fWorldWaves[2].fPhase,
fWorldWaves[3].fPhase);
fRipVShader->SetVector(plRipVS::kAmplitude,
fWorldWaves[0].fAmplitude,
fWorldWaves[1].fAmplitude,
fWorldWaves[2].fAmplitude,
fWorldWaves[3].fAmplitude);
fRipVShader->SetVector(plRipVS::kDirectionX,
fWorldWaves[0].fDir.fX,
fWorldWaves[1].fDir.fX,
fWorldWaves[2].fDir.fX,
fWorldWaves[3].fDir.fX);
fRipVShader->SetVector(plRipVS::kDirectionY,
fWorldWaves[0].fDir.fY,
fWorldWaves[1].fDir.fY,
fWorldWaves[2].fDir.fY,
fWorldWaves[3].fDir.fY);
fRipVShader->SetVector(plRipVS::kWindRot,
fWindDir.fY,
-fWindDir.fX,
fWindDir.fX,
0);
fRipVShader->SetVector(plRipVS::kLengths,
fWorldWaves[0].fLength,
fWorldWaves[1].fLength,
fWorldWaves[2].fLength,
fWorldWaves[3].fLength);
fRipVShader->SetFloat(plRipVS::kLifeConsts, 1, float(hsTimer::GetSysSeconds()));
float normQ[kNumWaves];
int i;
for( i = 0; i < kNumWaves; i++ )
{
normQ[i] = GeoState().fChop / (2.f*hsScalarPI * GeoState().fAmpOverLen * kNumWaves);
}
fRipVShader->SetVector(plRipVS::kQADirX,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fX * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fX * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fX * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fX * normQ[3]);
fRipVShader->SetVector(plRipVS::kQADirY,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fY * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fY * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fY * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fY * normQ[3]);
}
}
void plWaveSet7::IUpdateDecVShaders(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
int i;
for( i = 0; i < kNumDecalVShaders; i++ )
IUpdateDecVShader(i, pipe);
}
void plWaveSet7::IUpdateDecVShader(int t, plPipeline* pipe)
{
plShader* shader = fDecalVShaders[t];
if( shader )
{
shader->SetVector(plWaveDecVS::kFrequency,
fWorldWaves[0].fFreq,
fWorldWaves[1].fFreq,
fWorldWaves[2].fFreq,
fWorldWaves[3].fFreq);
shader->SetVector(plWaveDecVS::kPhase,
fWorldWaves[0].fPhase,
fWorldWaves[1].fPhase,
fWorldWaves[2].fPhase,
fWorldWaves[3].fPhase);
shader->SetVector(plWaveDecVS::kAmplitude,
fWorldWaves[0].fAmplitude,
fWorldWaves[1].fAmplitude,
fWorldWaves[2].fAmplitude,
fWorldWaves[3].fAmplitude);
shader->SetVector(plWaveDecVS::kDirectionX,
fWorldWaves[0].fDir.fX,
fWorldWaves[1].fDir.fX,
fWorldWaves[2].fDir.fX,
fWorldWaves[3].fDir.fX);
shader->SetVector(plWaveDecVS::kDirectionY,
fWorldWaves[0].fDir.fY,
fWorldWaves[1].fDir.fY,
fWorldWaves[2].fDir.fY,
fWorldWaves[3].fDir.fY);
shader->SetVector(plWaveDecVS::kLengths,
fWorldWaves[0].fLength,
fWorldWaves[1].fLength,
fWorldWaves[2].fLength,
fWorldWaves[3].fLength);
if( t == kDecalVEnv )
{
hsPoint3 worldCam = pipe->GetViewTransform().GetCameraToWorld().GetTranslate();
hsPoint3 envCenter(State().fEnvCenter);
hsScalar envRadius = State().fEnvRadius;
hsVector3 camToCen(&envCenter, &worldCam);
hsScalar G = camToCen.MagnitudeSquared() - envRadius * envRadius;
shader->SetVectorW(plWaveDecVS::kEnvAdjust, camToCen, G);
}
float normQ[kNumWaves];
int i;
for( i = 0; i < kNumWaves; i++ )
{
normQ[i] = GeoState().fChop / (2.f*hsScalarPI * GeoState().fAmpOverLen * kNumWaves);
}
shader->SetVector(plWaveDecVS::kQADirX,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fX * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fX * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fX * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fX * normQ[3]);
shader->SetVector(plWaveDecVS::kQADirY,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fY * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fY * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fY * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fY * normQ[3]);
shader->SetVector(plWaveDecVS::kDirXW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fFreq,
fWorldWaves[1].fDir.fX * fWorldWaves[1].fFreq,
fWorldWaves[2].fDir.fX * fWorldWaves[2].fFreq,
fWorldWaves[3].fDir.fX * fWorldWaves[3].fFreq);
shader->SetVector(plWaveDecVS::kDirYW,
fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq,
fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq,
fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq,
fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq);
shader->SetVector(plWaveDecVS::kWK,
normQ[0] * fWorldWaves[0].fFreq,
normQ[1] * fWorldWaves[1].fFreq,
normQ[2] * fWorldWaves[2].fFreq,
normQ[3] * fWorldWaves[3].fFreq);
shader->SetVector(plWaveDecVS::kDirXSqKW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fDir.fX * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fX * fWorldWaves[1].fDir.fX * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fX * fWorldWaves[2].fDir.fX * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fX * fWorldWaves[3].fDir.fX * fWorldWaves[3].fFreq * normQ[3]);
shader->SetVector(plWaveDecVS::kDirXDirYKW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fX * fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fX * fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fX * fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq * normQ[3]);
shader->SetVector(plWaveDecVS::kDirYSqKW,
fWorldWaves[0].fDir.fY * fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fY * fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fY * fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fY * fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq * normQ[3]);
}
}
void plWaveSet7::IUpdateShoreVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
if( fShoreVShader )
{
fShoreVShader->SetVector(plShoreVS::kFrequency,
fWorldWaves[0].fFreq,
fWorldWaves[1].fFreq,
fWorldWaves[2].fFreq,
fWorldWaves[3].fFreq);
fShoreVShader->SetVector(plShoreVS::kPhase,
fWorldWaves[0].fPhase,
fWorldWaves[1].fPhase,
fWorldWaves[2].fPhase,
fWorldWaves[3].fPhase);
fShoreVShader->SetVector(plShoreVS::kAmplitude,
fWorldWaves[0].fAmplitude,
fWorldWaves[1].fAmplitude,
fWorldWaves[2].fAmplitude,
fWorldWaves[3].fAmplitude);
fShoreVShader->SetVector(plShoreVS::kDirectionX,
fWorldWaves[0].fDir.fX,
fWorldWaves[1].fDir.fX,
fWorldWaves[2].fDir.fX,
fWorldWaves[3].fDir.fX);
fShoreVShader->SetVector(plShoreVS::kDirectionY,
fWorldWaves[0].fDir.fY,
fWorldWaves[1].fDir.fY,
fWorldWaves[2].fDir.fY,
fWorldWaves[3].fDir.fY);
hsVector3 waterOffset = State().fWaterOffset;
fShoreVShader->SetVector(plShoreVS::kWaterLevel,
State().fWaterHeight + waterOffset.fX,
State().fWaterHeight + waterOffset.fY,
State().fWaterHeight + waterOffset.fZ,
State().fWaterHeight);
hsVector3 maxAtten = State().fMaxAtten;
hsVector3 minAtten = State().fMinAtten;
hsVector3 depthFalloff = State().fDepthFalloff;
fShoreVShader->SetVector(plShoreVS::kDepthFalloff,
(maxAtten.fX - minAtten.fX) / depthFalloff.fX,
(maxAtten.fY - minAtten.fY) / depthFalloff.fY,
(maxAtten.fZ - minAtten.fZ) / depthFalloff.fZ,
1.f
);
fShoreVShader->SetVector(plShoreVS::kMinAtten,
minAtten.fX,
minAtten.fY,
minAtten.fZ,
0.f
);
fShoreVShader->SetVector(plShoreVS::kLengths,
fWorldWaves[0].fLength,
fWorldWaves[1].fLength,
fWorldWaves[2].fLength,
fWorldWaves[3].fLength);
plConst(hsScalar) kK1(2.f);
plConst(hsScalar) kK2(5.f);
hsScalar negK1OverK2Sq = -kK1 / (kK2 * kK2);
fShoreVShader->SetVector(plShoreVS::kIncline, negK1OverK2Sq, kK1, 0.f, 0.f);
float normQ[kNumWaves];
int i;
for( i = 0; i < kNumWaves; i++ )
{
normQ[i] = GeoState().fChop / (2.f*hsScalarPI * GeoState().fAmpOverLen * kNumWaves);
}
fShoreVShader->SetVector(plShoreVS::kQADirX,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fX * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fX * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fX * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fX * normQ[3]);
fShoreVShader->SetVector(plShoreVS::kQADirY,
fWorldWaves[0].fAmplitude * fWorldWaves[0].fDir.fY * normQ[0],
fWorldWaves[1].fAmplitude * fWorldWaves[1].fDir.fY * normQ[1],
fWorldWaves[2].fAmplitude * fWorldWaves[2].fDir.fY * normQ[2],
fWorldWaves[3].fAmplitude * fWorldWaves[3].fDir.fY * normQ[3]);
if( fTrialUpdate & kRemakeBubble )
IRefillBubbleShoreTex();
if( fTrialUpdate & kRemakeEdge )
IRefillEdgeShoreTex();
}
}
void plWaveSet7::IUpdateFixedVShader(plPipeline* pipe, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
if( fFixedVShader )
{
fFixedVShader->SetVector(plFixedVS7::kFrequency,
fWorldWaves[0].fFreq,
fWorldWaves[1].fFreq,
fWorldWaves[2].fFreq,
fWorldWaves[3].fFreq);
fFixedVShader->SetVector(plFixedVS7::kPhase,
fWorldWaves[0].fPhase,
fWorldWaves[1].fPhase,
fWorldWaves[2].fPhase,
fWorldWaves[3].fPhase);
fFixedVShader->SetVector(plFixedVS7::kAmplitude,
fWorldWaves[0].fAmplitude,
fWorldWaves[1].fAmplitude,
fWorldWaves[2].fAmplitude,
fWorldWaves[3].fAmplitude);
fFixedVShader->SetVector(plFixedVS7::kDirectionX,
fWorldWaves[0].fDir.fX,
fWorldWaves[1].fDir.fX,
fWorldWaves[2].fDir.fX,
fWorldWaves[3].fDir.fX);
fFixedVShader->SetVector(plFixedVS7::kDirectionY,
fWorldWaves[0].fDir.fY,
fWorldWaves[1].fDir.fY,
fWorldWaves[2].fDir.fY,
fWorldWaves[3].fDir.fY);
plCONST(hsScalar) kEnvRadius(500.f);
hsScalar envRadius = State().fEnvRadius;
hsPoint3 worldCam = pipe->GetViewTransform().GetCameraToWorld().GetTranslate();
hsPoint3 envCenter(State().fEnvCenter);
hsVector3 camToCen(&envCenter, &worldCam);
hsScalar G = camToCen.MagnitudeSquared() - envRadius * envRadius;
fFixedVShader->SetVectorW(plFixedVS7::kEnvAdjust, camToCen, G);
hsScalar texScale = 1.f / State().fRippleScale;
fFixedVShader->SetVector(plFixedVS7::kUVScale,
texScale,
0,
0,
0);
hsScalar specAtten = State().fTexState.fAmpOverLen * hsScalarPI * 2.f;
plCONST(hsScalar) kScaleHack(0.1f);
hsScalar baseScale = kScaleHack;
// baseScale *= hsScalar(kBumpPerPass) * (hsScalar(kNumBumpShaders) + State().fSpecVec[State().kNoise]);
// Not sure what's right here. but we are currently scaling down by 1/(numBumpShaders + noise),
// so I guess we want to scale up by that amount here. Not sure we shouldn't figuring in bumpperpass
// on both, but at least now we're consistent.
hsVector3 specVec = State().fSpecVec;
baseScale *= (hsScalar(kNumBumpShaders) + specVec[State().kNoise]);
baseScale *= (TexState().fChop + 1.f);
hsScalar specStart = specVec[State().kSpecStart];
hsScalar specEnd = specVec[State().kSpecEnd];
if( specStart > specEnd )
specEnd = specStart + 1.f;
fFixedVShader->SetVector(plFixedVS7::kSpecAtten,
-specEnd,
1.f / (specStart - specEnd),
baseScale * specAtten,
0.f);
hsColorRGBA envTint = State().fSpecularTint;
if( fFixedLayers[0] && (fFixedLayers[0]->GetShadeFlags() & hsGMatState::kShadeSpecular) )
{
envTint *= fFixedLayers[0]->GetSpecularColor();
}
fFixedVShader->SetColor(plFixedVS::kEnvTint, envTint);
fFixedVShader->SetVector(plFixedVS7::kWindRot,
fWindDir.fY,
-fWindDir.fX,
fWindDir.fX,
0);
fFixedVShader->SetVector(plFixedVS7::kLengths,
fWorldWaves[0].fLength,
fWorldWaves[1].fLength,
fWorldWaves[2].fLength,
fWorldWaves[3].fLength);
// These don't change often, but they can change. We're going
// to be uploading them to the card anyway, might as well refresh
// the sysmem shader to be safe.
hsVector3 waterOffset = State().fWaterOffset;
fFixedVShader->SetVector(plFixedVS7::kWaterLevel,
State().fWaterHeight + waterOffset.fX,
State().fWaterHeight + waterOffset.fY,
State().fWaterHeight + waterOffset.fZ,
State().fWaterHeight);
hsVector3 maxAtten = State().fMaxAtten;
hsVector3 minAtten = State().fMinAtten;
hsVector3 depthFalloff = State().fDepthFalloff;
fFixedVShader->SetVector(plFixedVS7::kDepthFalloff,
(maxAtten.fX - minAtten.fX) / depthFalloff.fX,
(maxAtten.fY - minAtten.fY) / depthFalloff.fY,
(maxAtten.fZ - minAtten.fZ) / depthFalloff.fZ,
1.f
);
fFixedVShader->SetVector(plFixedVS7::kMinAtten,
minAtten.fX,
minAtten.fY,
minAtten.fZ,
0.f
);
float normQ[kNumWaves];
int i;
for( i = 0; i < kNumWaves; i++ )
{
normQ[i] = GeoState().fChop / (2.f*hsScalarPI * GeoState().fAmpOverLen * kNumWaves);
}
fFixedVShader->SetVector(plFixedVS7::kDirXK,
fWorldWaves[0].fDir.fX * normQ[0],
fWorldWaves[1].fDir.fX * normQ[1],
fWorldWaves[2].fDir.fX * normQ[2],
fWorldWaves[3].fDir.fX * normQ[3]);
fFixedVShader->SetVector(plFixedVS7::kDirYK,
fWorldWaves[0].fDir.fY * normQ[0],
fWorldWaves[1].fDir.fY * normQ[1],
fWorldWaves[2].fDir.fY * normQ[2],
fWorldWaves[3].fDir.fY * normQ[3]);
fFixedVShader->SetVector(plFixedVS7::kDirXW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fFreq,
fWorldWaves[1].fDir.fX * fWorldWaves[1].fFreq,
fWorldWaves[2].fDir.fX * fWorldWaves[2].fFreq,
fWorldWaves[3].fDir.fX * fWorldWaves[3].fFreq);
fFixedVShader->SetVector(plFixedVS7::kDirYW,
fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq,
fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq,
fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq,
fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq);
fFixedVShader->SetVector(plFixedVS7::kWK,
normQ[0] * fWorldWaves[0].fFreq,
normQ[1] * fWorldWaves[1].fFreq,
normQ[2] * fWorldWaves[2].fFreq,
normQ[3] * fWorldWaves[3].fFreq);
fFixedVShader->SetVector(plFixedVS7::kDirXSqKW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fDir.fX * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fX * fWorldWaves[1].fDir.fX * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fX * fWorldWaves[2].fDir.fX * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fX * fWorldWaves[3].fDir.fX * fWorldWaves[3].fFreq * normQ[3]);
fFixedVShader->SetVector(plFixedVS7::kDirXDirYKW,
fWorldWaves[0].fDir.fX * fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fX * fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fX * fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fX * fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq * normQ[3]);
fFixedVShader->SetVector(plFixedVS7::kDirYSqKW,
fWorldWaves[0].fDir.fY * fWorldWaves[0].fDir.fY * fWorldWaves[0].fFreq * normQ[0],
fWorldWaves[1].fDir.fY * fWorldWaves[1].fDir.fY * fWorldWaves[1].fFreq * normQ[1],
fWorldWaves[2].fDir.fY * fWorldWaves[2].fDir.fY * fWorldWaves[2].fFreq * normQ[2],
fWorldWaves[3].fDir.fY * fWorldWaves[3].fDir.fY * fWorldWaves[3].fFreq * normQ[3]);
}
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void plWaveSet7::ICheckShoreMaterials()
{
int i;
for( i = 0; i < fShores.GetCount(); i++ )
ICheckShoreMaterial(fShores[i]);
}
void plWaveSet7::ICheckShoreMaterial(plSceneObject* so)
{
if( !so )
return;
const plDrawInterface* di = so->GetDrawInterface();
if( !di )
return;
hsTArray<plAccessSpan> src;
plAccessGeometry::Instance()->OpenRO(di, src);
if( !src.GetCount() )
return;
int i;
for( i = 0; i < src.GetCount(); i++ )
{
ISetupGraphShore(src[i].GetMaterial());
}
plAccessGeometry::Instance()->Close(src);
}
void plWaveSet7::ICheckDecalMaterials()
{
int i;
for( i = 0; i < fDecals.GetCount(); i++ )
ICheckDecalMaterial(fDecals[i]);
}
void plWaveSet7::ICheckDecalMaterial(plSceneObject* so)
{
if( !so )
return;
const plDrawInterface* di = so->GetDrawInterface();
if( !di )
return;
hsTArray<plAccessSpan> src;
plAccessGeometry::Instance()->OpenRO(di, src);
if( !src.GetCount() )
return;
int i;
for( i = 0; i < src.GetCount(); i++ )
{
ISetupDecal(src[i].GetMaterial());
}
plAccessGeometry::Instance()->Close(src);
}
void plWaveSet7::ICheckDecalEnvLayers(hsGMaterial* mat)
{
// Mat needs to be set up as:
// Lay0 = bumpmap - uv is lookup into bumpmap
// Lay1 = bumpmap - uv is col0 of tangent2local
// Lay2 = bumpmap - uv is col1 of tangent2local
// Lay3 = fEnvMap - uv is col2 of tangent2local, except we'll ignore it and use the normal instead
// Note we'll have to transpose that as part of creating tangent2world
// Easiest way to check whether we've done this one already is checking whether
// Lay3 == fEnvMap.
// If we haven't done this already
if( !fDecalVShaders[kDecalVEnv] || (mat->GetLayer(0)->GetVertexShader() != fDecalVShaders[kDecalVEnv]) )
{
plLayer* lay3 = nil;
plMatRefMsg* refMsg;
const int numLayers = mat->GetNumLayers();
int i;
for( i = numLayers-1; i >= 0; i-- )
{
plLayer* lay0 = plLayer::ConvertNoRef(mat->GetLayer(i)->BottomOfStack());
lay0->SetBlendFlags(hsGMatState::kBlendAddColorTimesAlpha);
// lay0->SetBlendFlags(hsGMatState::kBlendAlpha);
lay0->SetMiscFlags(lay0->GetMiscFlags() | hsGMatState::kMiscRestartPassHere);
// Repeat lay3 as i+1, i+2 and i+3
// set base blend to timealphaadd
// If we are just creating lay3, then by creating it we've added (appended) it to mat.
// Otherwise, we need to add it as i+1.
if( !lay3 )
{
lay3 = ICreateTotalEnvLayer(fEnvMap, mat, 3, "Dec");
lay3->SetBlendFlags(hsGMatState::kBlendAlpha);
}
else
{
refMsg = TRACKED_NEW plMatRefMsg(mat->GetKey(), plRefMsg::kOnRequest, i+1, plMatRefMsg::kLayer | plMatRefMsg::kInsert);
hsgResMgr::ResMgr()->SendRef(lay3->GetKey(), refMsg, plRefFlags::kActiveRef);
}
refMsg = TRACKED_NEW plMatRefMsg(mat->GetKey(), plRefMsg::kOnRequest, i+2, plMatRefMsg::kLayer | plMatRefMsg::kInsert);
hsgResMgr::ResMgr()->SendRef(lay3->GetKey(), refMsg, plRefFlags::kActiveRef);
refMsg = TRACKED_NEW plMatRefMsg(mat->GetKey(), plRefMsg::kOnRequest, i+3, plMatRefMsg::kLayer | plMatRefMsg::kInsert);
hsgResMgr::ResMgr()->SendRef(lay3->GetKey(), refMsg, plRefFlags::kActiveRef);
}
}
}
void plWaveSet7::ISetupDecal(hsGMaterial* mat)
{
if( mat->GetLayer(0)->GetShadeFlags() & hsGMatState::kShadeEnvironMap )
{
ICheckDecalEnvLayers(mat);
}
plShader* vShader = IGetDecalVShader(mat);
if( mat->GetLayer(0)->GetVertexShader() != vShader )
IAddShaderToLayers(mat, 0, -1, plLayRefMsg::kVertexShader, vShader);
int i;
for( i = 0; i < mat->GetNumLayers(); i++ )
{
plLayer* lay = plLayer::ConvertNoRef(mat->GetLayer(i)->BottomOfStack());
if( lay )
lay->SetZFlags(lay->GetZFlags() | hsGMatState::kZNoZWrite | hsGMatState::kZIncLayer);
}
// The FFP is actually quite adequate for the required blends,
// but may not stay that way (if we allow fancier blends and what not).
// So we can either use the Pixel Shaders or FFP, depending on this define.
// #define MF_USE_FFP
#ifndef MF_USE_FFP
plShader* pShader = IGetDecalPShader(mat);
if( mat->GetLayer(0)->GetPixelShader() != pShader )
IAddShaderToLayers(mat, 0, -1, plLayRefMsg::kPixelShader, pShader);
#endif // MF_USE_FFP
}
void plWaveSet7::AddShoreTest(plKey& key)
{
hsgResMgr::ResMgr()->SendRef(key, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, -1, kRefShore), plRefFlags::kPassiveRef);
plSceneObject* so = plSceneObject::ConvertNoRef(key->ObjectIsLoaded());
ICheckShoreMaterial(so);
}
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
hsBool plWaveSet7::SetupRippleMat(hsGMaterial* mat, const plRipVSConsts& ripConsts)
{
// We'll assume that if we set the vertexshader, we set the pixelshader too.
if( fRipVShader && (mat->GetLayer(0)->GetVertexShader() == fRipVShader) )
return true;
int i;
for( i = 0; i < mat->GetNumLayers(); i++ )
{
plLayer* lay = plLayer::ConvertNoRef(mat->GetLayer(i)->BottomOfStack());
if( lay )
lay->SetZFlags(lay->GetZFlags() | hsGMatState::kZNoZWrite | hsGMatState::kZIncLayer);
}
IAddRipVertexShader(mat, ripConsts);
IAddRipPixelShader(mat, ripConsts);
return true;
}
//////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////
plDrawableSpans* plWaveSet7::ICreateGraphDrawable(plDrawableSpans* drawable, hsGMaterial* mat, int nWid)
{
// drawable->SetNativeProperty(plDrawable::kPropVolatile, true);
const int nVerts = nWid * 2;
hsTArray<hsPoint3> pos;
hsTArray<hsVector3> norm;
pos.SetCount(nVerts);
norm.SetCount(nVerts);
#ifdef TEST_UVWS
hsTArray<hsPoint3> uvw; // Are we actually ever going to use these uvws?
uvw.SetCount(nVerts);
#endif // TEST_UVWS
int i;
for( i = 0; i < nWid; i++ )
{
int iDn = i << 1;
int iUp = iDn + 1;
hsScalar delX = hsScalar(i) / hsScalar(nWid-1);
pos[iDn].fX = delX * 2.f - 1.f;
pos[iDn].fY = -1.f;
pos[iDn].fZ = 0.5f;
norm[iDn].Set(0.f, 0.f, 1.f);
#ifdef TEST_UVWS
uvw[iDn].fX = delX;
uvw[iDn].fY = 0.f;
uvw[iDn].fZ = 0.f;
#endif // TEST_UVWS
pos[iUp].fX = delX * 2.f - 1.f;
pos[iUp].fY = 1.f;
pos[iUp].fZ = 0.5f;
norm[iUp].Set(1.f, 0.f, 1.f);
#ifdef TEST_UVWS
uvw[iUp].fX = delX;
uvw[iUp].fY = 1.f;
uvw[iUp].fZ = 0.f;
#endif // TEST_UVWS
}
const int nTris = (nWid-1) * 2;
hsTArray<UInt16> idxArr;
idxArr.SetCount(nTris * 3);
UInt16* idx = idxArr.AcquireArray();
int iBase = 0;
for( i = 0; i < nTris; i += 2 )
{
*idx++ = i;
*idx++ = i + 2;
*idx++ = i + 1;
*idx++ = i + 1;
*idx++ = i + 2;
*idx++ = i + 3;
}
plDrawableGenerator::GenerateDrawable( nVerts, pos.AcquireArray(), norm.AcquireArray(),
#ifndef TEST_UVWS
nil, 0,
#else // TEST_UVWS
uvw.AcquireArray(), 1,
#endif // TEST_UVWS
nil, false, nil,
nTris * 3, idxArr.AcquireArray(),
mat,
hsMatrix44::IdentityMatrix(),
false,
nil,
drawable);
return drawable;
}
plDrawableSpans* plWaveSet7::ICreateEmptyGraphDrawable(const char* name, UInt32 ref, int which)
{
plDrawableSpans* drawable = TRACKED_NEW plDrawableSpans;
char buff[256];
sprintf(buff, "%s_%s_%d", GetKey()->GetName(), name, which);
hsgResMgr::ResMgr()->NewKey(buff, drawable, GetKey()->GetUoid().GetLocation());
hsgResMgr::ResMgr()->SendRef(drawable->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, which, (Int8)ref), plRefFlags::kActiveRef);
return drawable;
}
hsGMaterial* plWaveSet7::ICreateEmptyMaterial(const char* name, UInt32 ref, int which)
{
hsGMaterial* mat = TRACKED_NEW hsGMaterial;
char buff[256];
sprintf(buff, "%s_%s_%d", GetKey()->GetName(), name, which);
hsgResMgr::ResMgr()->NewKey(buff, mat, GetKey()->GetUoid().GetLocation());
hsgResMgr::ResMgr()->SendRef(mat->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, which, (Int8)ref), plRefFlags::kActiveRef);
return mat;
}
plLayer* plWaveSet7::ICreateBlankLayer(const char* name, int suff)
{
plLayer* lay = TRACKED_NEW plLayer;
char buff[256];
sprintf(buff, "%s_%s_%d", GetKey()->GetName(), name, suff);
hsgResMgr::ResMgr()->NewKey(buff, lay, GetKey()->GetUoid().GetLocation());
return lay;
}
plMipmap* plWaveSet7::ICreateBlankTex(const char* name, int width, int height, UInt32 ref)
{
plMipmap* mipMap = TRACKED_NEW plMipmap(
width, height,
plMipmap::kARGB32Config,
1,
plMipmap::kUncompressed,
plMipmap::UncompressedInfo::kRGB8888);
char buff[256];
sprintf(buff, "%s_%s", GetKey()->GetName(), name);
hsgResMgr::ResMgr()->NewKey(buff, mipMap, GetKey()->GetUoid().GetLocation());
hsgResMgr::ResMgr()->SendRef(mipMap->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, (Int8)ref), plRefFlags::kActiveRef);
return mipMap;
}
plMipmap* plWaveSet7::ICreateGraphShoreTex(int width, int height)
{
// GraphShoreLayer has a texture with white color (possibly noised),
// and a solid alpha.
// Alpha is constant along U (width).
// Alpha is 0 at base,
// ramps up to opaque
// then drops off sharply to transparent just before the top.
// If we haven't already made one...
if( !fGraphShoreTex )
{
plMipmap* mipMap = ICreateBlankTex("Graph", width, height, kRefGraphShoreTex);
plConst(hsScalar) kRampFrac(0.4f);
plConst(hsScalar) kTruncFrac(0.8f);
const int rampEnd = int(kRampFrac * height + 0.5f);
int truncEnd = int(kTruncFrac * height);
if( truncEnd >= (height-1) )
truncEnd = height-2;
int j;
for( j = 0; j < height; j++ )
{
UInt32 alpha = 255;
plConst(int) kRampStart(4);
if( j <= kRampStart )
{
alpha = 0;
}
else
if( j - kRampStart < rampEnd )
{
alpha = ((j-kRampStart) * 255) / rampEnd;
}
else if( j > truncEnd )
{
alpha = 0;
}
UInt32 color = (alpha << 24)
| (0xff << 16)
| (0xff << 8)
| 0xff;
int i;
for( i = 0; i < width; i++ )
{
UInt32* val = mipMap->GetAddr32(i, j);
*val = color;
}
}
}
return fGraphShoreTex;
}
void plWaveSet7::IRefillBubbleShoreTex()
{
plMipmap* mipMap = fBubbleShoreTex;
hsAssert(mipMap, "Refilling a non-existent bubble texture");
const int width = mipMap->GetWidth();
const int height = mipMap->GetHeight();
// Initialize to white opaque.
memset(mipMap->GetAddr32(0,0), 0xff, width*height*sizeof(UInt32));
plConst(int) kMinNumBub(1024);
plConst(int) kMaxNumBub(6000);
const int kNumBub = (int)(kMinNumBub + State().fWispiness * (kMaxNumBub - kMinNumBub));
int k;
for( k = 0; k < kNumBub; k++ )
{
// Select a random location.
int iLoc = (int)(fRand.RandZeroToOne() * width);
int jLoc = (int)(fRand.RandZeroToOne() * height);
// Select a random radius
plConst(hsScalar) kMinRad(2.f);
plConst(hsScalar) kMaxRad(5.0f);
int radius = int(kMinRad + fRand.RandZeroToOne() * (kMaxRad - kMinRad));
hsScalar invRadiusSq = 1.f / hsScalar(radius*radius);
// Carve out a hole.
int j;
for( j = -radius; j < radius; j++ )
{
int jj = jLoc + j;
if( jj < 0 )
jj += height;
else if( jj >= height )
jj -= height;
int i;
for( i = -radius; i < radius; i++ )
{
int ii = iLoc + i;
if( ii < 0 )
ii += width;
else if( ii >= width )
ii -= width;
hsScalar f = hsScalar(i*i + j*j) * invRadiusSq;
if( f > 1.f )
f = 1.f;
plConst(hsScalar) kMinAlpha(0.8f);
plConst(hsScalar) kMaxAlpha(1.f);
f *= (kMaxAlpha - kMinAlpha);
f += kMinAlpha;
UInt32* val = mipMap->GetAddr32(ii, jj);
UInt32 alpha = (*val) >> 24;
alpha = UInt32(hsScalar(alpha) * f);
*val &= 0x00ffffff;
*val |= (alpha << 24);
}
}
}
const hsColorRGBA maxColor = State().fMaxColor;
const hsColorRGBA minColor = State().fMinColor;
int j;
for( j = 0; j < height; j++ )
{
int i;
for( i = 0; i < width; i++ )
{
UInt32* val = mipMap->GetAddr32(i, j);
hsColorRGBA col;
col.FromARGB32(*val);
hsScalar alpha = col.a;
col = maxColor - minColor;
col *= alpha;
col += minColor;
*val = col.ToARGB32();
}
}
mipMap->MakeDirty();
fTrialUpdate &= ~kRemakeBubble;
}
plMipmap* plWaveSet7::ICreateBubbleShoreTex(int width, int height)
{
// Bubble layer is white in color (or noised).
// Alpha is just, well, random bubbles.
// Tile in U and V
// If we haven't already made one...
if( !fBubbleShoreTex )
{
plMipmap* mipMap = ICreateBlankTex("Bubble", width, height, kRefBubbleShoreTex);
IRefillBubbleShoreTex();
}
return fBubbleShoreTex;
}
void plWaveSet7::IRefillEdgeShoreTex()
{
plMipmap* mipMap = fEdgeShoreTex;
const int width = mipMap->GetWidth();
const int height = mipMap->GetHeight();
plConst(hsScalar) kCenter(0.8f);
plConst(hsScalar) kRadius(0.025f);
const int center = int(kCenter * height);
const int radius = int(kRadius * height * State().fEdgeRadius);
const int top = center + radius;
const int bot = center - radius;
const hsScalar invRadiusSq = 1.f / hsScalar(radius*radius);
hsAssert(top < height-1, "Center too high or radius too big");
const hsScalar maxAlpha = State().fEdgeOpac * 255.9f;
int j;
for( j = 0; j < height; j++ )
{
UInt32 alpha = 0;
if( (j > bot)&&(j < top) )
{
#if 0 // like x^2
hsScalar a = hsScalar(j-center);
a *= a;
a *= invRadiusSq;
a = 1.f - a;
#elif 1 // like 1/x^2
hsScalar a = hsScalar(j-center);
if( a < 0 )
a = -a;
a /= hsScalar(radius);
a = 1.f - a;
a *= a;
#else // like cos
hsScalar a = hsScalar(j - center);
a /= hsScalar(radius);
a *= hsScalarPI;
a = hsFastMath::CosInRange(a);
a += 1.f;
a *= 0.5f;
#endif
alpha = UInt32(a * maxAlpha);
}
int i;
for( i = 0; i < width; i++ )
{
UInt32* val = mipMap->GetAddr32(i, j);
*val = (alpha << 24)
| (alpha << 16)
| (alpha << 8)
| (alpha << 0);
}
}
mipMap->MakeDirty();
fTrialUpdate &= ~kRemakeEdge;
}
plMipmap* plWaveSet7::ICreateEdgeShoreTex(int width, int height)
{
// Edge layer is solid white color.
// Alpha is 0 from base almost up to where graph shore texture drops off
// sharply. There, alpha ramps up and back down. Probably get a better look
// from sqrt(k - d^2) (elliptical) than a linear ramp up and down.
// Tile in U, clamp in V.
// If we haven't already made one...
if( !fEdgeShoreTex )
{
plMipmap* mipMap = ICreateBlankTex("Edge", width, height, kRefEdgeShoreTex);
IRefillEdgeShoreTex();
}
return fEdgeShoreTex;
}
void plWaveSet7::ISetAsTexture(plLayer* lay, plBitmap* tex)
{
hsAssert(lay && tex, "Trying to set nil texture or nil layer");
plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(lay->GetKey(), plRefMsg::kOnRequest, 0, plLayRefMsg::kTexture);
hsgResMgr::ResMgr()->SendRef(tex->GetKey(), refMsg, plRefFlags::kActiveRef);
}
void plWaveSet7::ICreateGraphShoreLayer(hsGMaterial* mat, int iPass)
{
// GraphShoreLayer has a texture with white color (possibly noised),
// and a solid alpha.
// Alpha is constant along U (width).
// Alpha is 0 at base,
// ramps up to opaque
// then drops off sharply to transparent just before the top.
// Might as well make it pretty much 1 dimensional.
//
// Tile in U, clamp in V
plLayer* lay = ICreateBlankLayer("Graph", iPass);
// Set up it's state.
// First pass just overwrites, from then on alpha blend onto.
lay->SetBlendFlags(0);
lay->SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
lay->SetShadeFlags(hsGMatState::kShadeReallyNoFog
| hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetClampFlags(hsGMatState::kClampTextureV);
lay->SetMiscFlags(hsGMatState::kMiscRestartPassHere);
lay->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
lay->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
lay->SetOpacity(1.f);
lay->SetUVWSrc(0);
// Now set the texture.
plConst(int) kGraphWidth(1);
plConst(int) kGraphHeight(512);
plMipmap* tex = ICreateGraphShoreTex(kGraphWidth, kGraphHeight);
ISetAsTexture(lay, tex);
mat->AddLayerViaNotify(lay);
}
// Second layer is the bubbles
void plWaveSet7::ICreateGraphBubbleLayer(hsGMaterial* mat, int iPass)
{
// Bubble layer is white in color (or noised).
// Alpha is just, well, random bubbles.
// Tile in U and V
plLayer* lay = ICreateBlankLayer("Bubble", iPass);
// Set up it's state.
lay->SetBlendFlags(hsGMatState::kBlendAlpha);
lay->SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
lay->SetShadeFlags(hsGMatState::kShadeReallyNoFog
| hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetClampFlags(0);
lay->SetMiscFlags(0);
lay->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
lay->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
lay->SetOpacity(1.f);
lay->SetUVWSrc(0);
// Now set the texture
plConst(int) kBubWidth(128);
plConst(int) kBubHeight(128);
plMipmap* tex = ICreateBubbleShoreTex(kBubWidth, kBubHeight);
ISetAsTexture(lay, tex);
mat->AddLayerViaNotify(lay);
}
// Third layer is the alpha leading edge
void plWaveSet7::ICreateGraphEdgeLayer(hsGMaterial* mat, int iPass)
{
// Edge layer is solid white color.
// Alpha is 0 from base almost up to where graph shore texture drops off
// sharply. There, alpha ramps up and back down. Probably get a better look
// from sqrt(k - d^2) (elliptical) than a linear ramp up and down.
// Tile in U, clamp in V.
plLayer* lay = ICreateBlankLayer("Edge", iPass);
// Set up it's state.
lay->SetBlendFlags(hsGMatState::kBlendAlpha);
lay->SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
lay->SetShadeFlags(hsGMatState::kShadeReallyNoFog
| hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetClampFlags(hsGMatState::kClampTextureV);
lay->SetMiscFlags(0);
lay->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
lay->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
lay->SetOpacity(1.f);
lay->SetUVWSrc(0);
// Now set the texture.
plConst(int) kEdgeWidth(1);
plConst(int) kEdgeHeight(512);
plMipmap* tex = ICreateEdgeShoreTex(kEdgeWidth, kEdgeHeight);
ISetAsTexture(lay, tex);
mat->AddLayerViaNotify(lay);
}
void plWaveSet7::ICreateGraphShoreMaterials()
{
int i;
for( i = 0; i < kGraphShorePasses; i++ )
{
// Create our material
// and send ourselves a ref.
hsGMaterial* mat = ICreateEmptyMaterial("GraphShoreMat", kRefGraphShoreMat, i);
// GraphShoreMat's are the materials used to generate the shore texture layers
// which are then used on rendering the shore to the screen.
// Create 3 layers
// First layer is the graph shore
ICreateGraphShoreLayer(mat, i);
// Second layer is the bubbles
ICreateGraphBubbleLayer(mat, i);
// Third layer is the alpha leading edge
ICreateGraphEdgeLayer(mat, i);
IAddGraphVShader(mat, i);
IAddGraphPShader(mat, i);
IInitGraph(i);
hsAssert(fGraphShoreMat[i] == mat, "Should have been processed in ICreateEmptyMaterial()");
}
}
void plWaveSet7::IAddGraphVShader(hsGMaterial* mat, int iPass)
{
if( !fGraphVShader[iPass] )
{
plShader* vShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_GraphVS_%d", GetKey()->GetName(), iPass);
hsgResMgr::ResMgr()->NewKey(buff, vShader, GetKey()->GetUoid().GetLocation());
vShader->SetIsPixelShader(false);
vShader->SetNumConsts(plGraphVS::kNumConsts);
vShader->SetVector(plGraphVS::kNumericConsts, 0, 0.5f, 1.f, 2.f);
vShader->SetVector(plGraphVS::kPiConsts, 1.f / (2.f*hsScalarPI), hsScalarPI/2.f, hsScalarPI, hsScalarPI*2.f);
vShader->SetVector(plGraphVS::kCosConsts, 1.f, -1.f/2.f, 1.f/24.f, -1.f/720.f);
#ifndef TEST_UVWS
vShader->SetInputFormat(0);
#else // TEST_UVWS
vShader->SetInputFormat(1);
#endif // TEST_UVWS
vShader->SetOutputFormat(0);
// vShader->SetShaderFileName("sha/vs_WaveGraph.inl");
// vShader->SetShaderFileName("sha/vs_WaveGraph2.inl");
vShader->SetDecl(plShaderTable::Decl(vs_WaveGraph2));
hsgResMgr::ResMgr()->SendRef(vShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, iPass, kRefGraphVShader), plRefFlags::kActiveRef);
hsAssert(fGraphVShader[iPass] == vShader, "SendRef should have set shader");
}
IAddShaderToLayers(mat, 0, 2, plLayRefMsg::kVertexShader, fGraphVShader[iPass]);
}
void plWaveSet7::IAddGraphPShader(hsGMaterial* mat, int iPass)
{
if( !fGraphPShader[iPass] )
{
plShader* pShader = TRACKED_NEW plShader;
char buff[256];
sprintf(buff, "%s_GraphPS_%d", GetKey()->GetName(), iPass);
hsgResMgr::ResMgr()->NewKey(buff, pShader, GetKey()->GetUoid().GetLocation());
pShader->SetIsPixelShader(true);
pShader->SetNumConsts(plGraphPS::kNumConsts);
pShader->SetInputFormat(0);
pShader->SetOutputFormat(0);
// pShader->SetShaderFileName("sha/ps_WaveGraph.inl");
pShader->SetDecl(plShaderTable::Decl(ps_WaveGraph));
hsgResMgr::ResMgr()->SendRef(pShader->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, iPass, kRefGraphPShader), plRefFlags::kActiveRef);
hsAssert(fGraphPShader[iPass] == pShader, "SendRef should have set shader");
}
IAddShaderToLayers(mat, 0, 2, plLayRefMsg::kPixelShader, fGraphPShader[iPass]);
}
plRenderTarget* plWaveSet7::ISetupGraphShoreRenderReq(int which)
{
plConst(int) kGraphSize(256);
char name[256];
sprintf(name, "Graph_%d", which);
plRenderTarget* rt = ICreateTransferRenderTarget(name, kGraphSize);
hsgResMgr::ResMgr()->SendRef(rt->GetKey(), TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, which, kRefGraphShoreRT), plRefFlags::kActiveRef);
fGraphReq[which] = ICreateRenderRequest(rt, fGraphShoreDraw[which], -100.f);
fGraphReqMsg[which] = TRACKED_NEW plRenderRequestMsg(GetKey(), fGraphReq[which]);
return rt;
}
void plWaveSet7::ISetupGraphShore(hsGMaterial* mat)
{
if( !fGraphShoreRT[0] )
{
// Create the material
ICreateGraphShoreMaterials();
int i;
for( i = 0; i < kGraphShorePasses; i++ )
{
// Create the mesh
plDrawableSpans* drawable = ICreateEmptyGraphDrawable("GraphShore", kRefGraphShoreDraw, i);
plConst(int) kGraphWidth(256);
fGraphShoreDraw[i] = ICreateGraphDrawable(drawable, fGraphShoreMat[i], kGraphWidth);
// Setup render requests
// Return value is the texture we want to use for the shore line.
fGraphShoreRT[i] = ISetupGraphShoreRenderReq(i);
}
}
// If we've already done this material, we're done (it may be shared
// with another shore mesh).
if( fShoreVShader && mat->GetLayer(0) && (fShoreVShader == mat->GetLayer(0)->GetVertexShader()) )
return;
// We now have all our render target textures. Set them up as
// our kGraphShorePasses layers on this material.
ISetupShoreLayers(mat);
}
void plWaveSet7::IMakeShoreLayer(hsGMaterial* mat, int which)
{
char name[512];
if( which >= mat->GetNumLayers() )
{
plLayer* lay = TRACKED_NEW plLayer;
sprintf(name, "%s_lay_%d", mat->GetKey()->GetName(), which);
hsgResMgr::ResMgr()->NewKey(name, lay, GetKey()->GetUoid().GetLocation());
lay->SetAmbientColor(hsColorRGBA().Set(0.f, 0.f, 0.f, 1.f));
lay->SetRuntimeColor(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
lay->SetOpacity(1.f);
mat->AddLayerViaNotify(lay);
}
}
void plWaveSet7::ISetupShoreLayers(hsGMaterial* mat)
{
// Make sure we have exactly kGraphShorePasses layers on this mat.
IMakeShoreLayer(mat, 0);
IMakeShoreLayer(mat, 1);
IMakeShoreLayer(mat, 2);
// Make sure the state is correct for each layer.
// And set the textures up to point at the render targets
plLayer* lay = plLayer::ConvertNoRef(mat->GetLayer(0)->BottomOfStack());
hsAssert(lay, "Bad first layer on material %s. Animated?");
// lay->SetBlendFlags(hsGMatState::kBlendAlpha | hsGMatState::kBlendInvertFinalAlpha | hsGMatState::kBlendAlphaAlways);
lay->SetBlendFlags(hsGMatState::kBlendAlpha);
lay->SetClampFlags(hsGMatState::kClampTextureV);
lay->SetShadeFlags(hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetZFlags(hsGMatState::kZNoZWrite | hsGMatState::kZIncLayer);
lay->SetMiscFlags(hsGMatState::kMiscTwoSided);
ISetAsTexture(lay, fGraphShoreRT[0]);
lay->SetUVWSrc(0);
lay = plLayer::ConvertNoRef(mat->GetLayer(1));
hsAssert(lay, "Bad second layer on material %s. Animated?");
lay->SetBlendFlags(hsGMatState::kBlendAlpha);
lay->SetClampFlags(hsGMatState::kClampTextureV);
lay->SetShadeFlags(hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetZFlags(hsGMatState::kZNoZWrite);
lay->SetMiscFlags(hsGMatState::kMiscTwoSided);
ISetAsTexture(lay, fGraphShoreRT[1]);
lay->SetUVWSrc(1);
lay = plLayer::ConvertNoRef(mat->GetLayer(2));
hsAssert(lay, "Bad third layer on material %s. Animated?");
lay->SetBlendFlags(hsGMatState::kBlendAlpha);
lay->SetClampFlags(hsGMatState::kClampTextureV);
lay->SetShadeFlags(hsGMatState::kShadeNoProjectors
| hsGMatState::kShadeNoShade
| hsGMatState::kShadeWhite);
lay->SetZFlags(hsGMatState::kZNoZWrite);
lay->SetMiscFlags(hsGMatState::kMiscTwoSided);
ISetAsTexture(lay, fGraphShoreRT[2]);
lay->SetUVWSrc(2);
// Add the vertex and pixel shaders.
IAddShoreVertexShader(mat);
IAddShorePixelShader(mat);
}
void plWaveSet7::IInitGraph(int iPass)
{
GraphState& gs = fGraphState[iPass];
plShader* shader = fGraphVShader[iPass];
// First the easy stuff.
// Age starts off 0.
gs.fAge = 0;
static int lastOne = 0;
plConst(hsScalar) kBasePeriod(3.f);
hsScalar life = State().fPeriod * kBasePeriod * (1.f + fRand.RandZeroToOne());
gs.fInvLife = (1.f + hsScalar(lastOne)/hsScalar(kGraphShorePasses-1)) / life;
lastOne = !lastOne;
gs.fUOff = fRand.RandZeroToOne();
// Now the rest we have to think about a little, and
// think about four times.
int i;
for( i = 0; i < 4; i++ )
{
// Okay, phase we don't have to think too hard about,
// it doesn't matter as long as it's random.
gs.fPhase[i] = fRand.RandZeroToOne() * 2.f * hsScalarPI;
// Next up is frequency, but frequency is the hard one.
// Remember frequency has to preserve tiling, so freq = k * 2 * PI.
// We'd like to keep at least one big one around all the time,
// so we'll always put a big one in first, and then a bunch of
// smaller ones to noise it up nice.
int k;
if( !i )
{
k = fRand.RandZeroToOne() > 0.5 ? 1 : 2;
}
else
{
plConst(int) kMinFreq(3);
plConst(int) kMaxFreq(10);
k = kMinFreq + int((kMaxFreq-kMinFreq) * fRand.RandZeroToOne());
}
// Input will be in range [0..2], so we'll omit the customary 2*PI here.
gs.fFreq[i] = k * hsScalarPI;
// Amplitude depends on freqency, or roughly inversely proportional
// to frequency (randomized about linear on period).
// Divide by 4 because that's how many oscillators we have, and they
// are summed.
hsScalar period = 1.f / hsScalar(k);
plConst(hsScalar) kAmpScale(1.f / 4.f / 2.f);
plConst(hsScalar) kMinPeriodFrac(1.f);
plConst(hsScalar) kMaxPeriodFrac(2.f);
period *= kMinPeriodFrac + fRand.RandZeroToOne() * (kMaxPeriodFrac - kMinPeriodFrac);
period *= kAmpScale;
gs.fAmp[i] = period;
}
// Go ahead and set the ones on the shader that won't be updated.
shader->SetVector(plGraphVS::kPhase,
gs.fPhase[0],
gs.fPhase[1],
gs.fPhase[2],
gs.fPhase[3]);
shader->SetVector(plGraphVS::kFrequency,
gs.fFreq[0],
gs.fFreq[1],
gs.fFreq[2],
gs.fFreq[3]);
// Propagate all this to the shader.
IUpdateGraphShader(0, iPass);
}
void plWaveSet7::IShuffleDownGraphs(int iPass)
{
int i;
for( i = iPass+1; i < kGraphShorePasses; i++ )
{
fGraphState[i-1] = fGraphState[i];
fGraphVShader[i-1]->CopyConsts(fGraphVShader[i]);
}
IInitGraph(kGraphShorePasses-1);
}
void plWaveSet7::IUpdateGraphShader(hsScalar dt, int iPass)
{
if( fGraphShoreDraw[iPass] )
{
GraphState& gs = fGraphState[iPass];
plShader* shader = fGraphVShader[iPass];
gs.fAge += dt;
hsScalar rads = gs.fAge * gs.fInvLife;
if( rads >= hsScalarPI )
{
// Recycle this one and restart the upper.
IShuffleDownGraphs(iPass);
}
else
{
hsScalar sinAge = hsFastMath::SinInRange(rads);
shader->SetVector(plGraphVS::kAmplitude,
gs.fAmp[0] * sinAge,
gs.fAmp[1] * sinAge,
gs.fAmp[2] * sinAge,
gs.fAmp[3] * sinAge);
// Might want to tint this sometime.
plConst(hsColorRGBA) kTint(hsColorRGBA().Set(1.f, 1.f, 1.f, 1.f));
hsColorRGBA tint = kTint;
tint.a *= sinAge;
shader->SetColor(plGraphVS::kColor, tint);
plConst(hsScalar) kCMax(1.f);
plConst(hsScalar) kCMin(3.f);
hsScalar cMin = kCMax + (kCMin - kCMax) * State().fFingerLength;
plConst(hsScalar) k2ndLayerScale(2.f);
plConst(hsScalar) k2ndLayerVoff(1.5f);
shader->SetVector(plGraphVS::kUVWConsts,
(kCMax - cMin) * sinAge + cMin,
gs.fUOff,
k2ndLayerVoff,
k2ndLayerScale);
}
}
}
void plWaveSet7::IUpdateGraphShaders(plPipeline* pipe, hsScalar dt)
{
if( fGraphShoreDraw[0] )
{
int i;
for( i = kGraphShorePasses-1; i >= 0; i-- )
{
IUpdateGraphShader(dt, i);
}
}
}